TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen & Olya_Beli_Art via. Shutterstock
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, Louis Flindt 
  Rask, Louisa Smithing, Oskar Sandkvist, and Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2019 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  ALSO BY ANNE GREGERSEN
  
  3
  HOW TO USE THIS BOOK? 
  9
  Killing Humanoid Enemies 
  9
  Harvesting Checks 
  9
  Harvest Time 
  10
  Time of Death 
  10
  Types of Loot 
  10
  SECTION A
  Allip 
  12
  Astral Dreadnought 
  12
  SECTION B
  Balhannoth 
  13
  Berbalong 
  13
  Boneclaw 
  13
  SECTION C
  Cadaver Collector 
  14
  Choker 
  14
  Clockworks 
  15
  Bronze Scout 
  15
  Iron Cobra 
  15
  Oaken Bolter 
  15
  Stone Defender 
  15
  Corpse Flower 
  15
  SECTION D
  Deathlock 
  16
  Deathlock Mastermind 
  16
  Deathlock Wight 
  16
  Demons 
  16
  Alkilith 
  16
  Armanite 
  17
  Bulezau 
  17
  Dybbuk 
  17
  Maurezhi 
  17
  Molydeus 
  18
  Nabassu 
  18
  Rutterkin 
  19
  Abyssal Wretch 
  19
  Sibriex 
  19
  Wastrilith 
  19
  Demons: Demon Lords 
  20
  Baphomet 
  20
  Demogorgon 
  20
  Fraz-Urb’luu 
  21
  Graz’zt 
  22
  Juiblex 
  22
  Orcus 
  22
  Yeenoghu 
  23
  Zuggtmoy 
  23
  Derro 
  24
  Derro Servant 
  24
  Devils 
  24
  Black Abishai 
  24
  Blue Abishai 
  25
  Green Abishai 
  25
  Red Abishai 
  25
  White Abishai 
  26
  Amnizu 
  26
  Hellﬁ re Engine 
  27
  Merregon 
  27
  Narzugon 
  27
  Nupperibo 
  27
  Orthon 
  28
  Devils: Archdevils 
  29
  Bael 
  29
  Geryon 
  29
  Hutijin 
  30
  Moloch 
  30
  Titivilus 
  31
  Zariel 
  32
  Drow 
  32
  Drow Arachnomancer 
  32
  Drow Favored Consort 
  32
  Drow House Captain 
  32
  Drow Inquisitor 
  32
  Drow Matron Mother 
  33
  Drow Shadowblade 
  33
  Duergar 
  33
  Duergar Despot 
  33
  Duergar Hammerer 
  33
  Duergar Kavalrachni 
  33
  Duergar Mind Master 
  34
  Duergar Screamer  
  34
  TABLE OF CONTENTS
  
  4
  Duergar Soulblade 
  34
  Duergar Stone Guard 
  34
  Duergar Warlord 
  34
  Duergar Xarrorn 
  34
  SECTION E
  Eidolon 
  35
  Sacred Statue 
  35
  Eladrin 
  35
  Autumn Eladrin 
  35
  Spring Eladrin 
  35
  Summer Eladrin 
  36
  Winter Eladrin 
  36
  Elder Elementals 
  36
  Leviathan 
  36
  Phoenix 
  37
  Elder Tempest 
  37
  Zaratan 
  37
  Elemental Myrmidons 
  37
  Air Elemental Myrmidon  
  37
  SECTION G
  Giﬀ  
  38
  Earth Elemental Myrmidon 
  38
  Fire Elemental Myrmidon 
  38
  Water Elemental Myrmidon 
  38
   Gith 
  39
  Githyanki Gish 
  39
  Githyanki Kith’rak 
  39
  Githyanki Supreme Commander 
  39
  Githzerai Anarch 
  39
  Githzerai Enlightened 
  39
  Gray Render 
  39
  SECTION H
  Howler 
  40
  SECTION K
  Kruthiks 
  40
  Young Kruthik 
  40
  Adult Kruthik 
  40
  Kruthik Hive Lord 
  40
  SECTION M
  Marut 
  41
  Meazel 
  41
  SECTION N
  Nagpa 
  41
  Nightwalker 
  41
  SECTION O
  Oblex
  42
  Oblex Spawn 
  42
  Adult Oblex 
  42
  Elder Oblex 
  42
  Ogres 
  43
  Ogre Battering Ram
  43
  Ogre Bolt Launcher 
  43
  Ogre Chain Brute 
  43
  Ogre Howdah 
  43
  SECTION R
  Retriever 
  43
  SECTION S
  Salamander, Frost 
  44
  Shadar-kai 
  44
  Gloom Weaver 
  44
  Shadow Dancer 
  44
  Soul Monger 
  44
  Skulk 
  44
  Skull Lord 
  44
  Sorrowsworn 
  45
  The Angry 
  45
  The Hungry 
  45
  The Lonely 
  45
  The Lost 
  46
  The Wretched 
  46
  Star Spawn 
  46
  Star Spawn Grue 
  46
  Star Spawn Hulk 
  46
  Star Spawn Larva Mage 
  46
  Star Spawn Mangler  
  46
  Star Spawn Seer 
  46
  Steeders 
  47
  Female Steeder 
  47
  Male Steeder 
  47
  Steel Predator 
  47
  Stone Cursed 
  47
  Sword Wraith 
  47
  Sword Wraith Commander 
  47
  Sword Wraith Warrior 
  48
  
  5
  SECTION T
  Tortles 
  48
  Tortle 
  48
  Tortle Druid 
  48
  Trolls 
  48
  Dire Troll 
  48
  Rot Troll 
  48
  Spirit Troll 
  49
  Venom Troll 
  49
  SECTION V
  Vampiric Mist 
  49
  SECTION Y
  Yugoloths 
  50
  Canoloth 
  50
  Dhergoloth 
  50
  Hydroloth 
  50
  Merrenoloth 
  51
  Oinoloth 
  51
  Yagnoloth 
  51
  
  6
  HOW TO USE THIS BOOK?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might ﬁ nd 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are diﬀ erent types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to ﬁ t the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are ﬁ ghting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  KILLING HUMANOID ENEMIES
  Many humanoid enemies exist within the 
  worlds of DUNGEONS & DRAGONS. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and ﬂ esh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  HARVESTING CHECKS
  There are a few ways to harvest the monsters 
  found in the worlds of DUNGEONS & DRAGONS,
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  ABILITY CHECK
  When a character attempts to harvest a 
  creature, they must ﬁ rst succeed on a speciﬁ c 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better ﬁ t the nature of the game at hand. 
  TYPE OF ABILITY CHECK
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  7
  TOOL CHECK
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  ﬁ nesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the ﬁ eld. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  HARVEST TIME
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get a 
  portion of the loot. The amount of loot they get 
  in such a situation varies and is decided by the 
  DM. 
  TIME SPEND HARVESTING
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  TIME OF DEATH
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  ﬂ esh enough that rations can be harvested. 
  TYPES OF LOOT
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken
  descriptor, the item was damaged prior 
  to ﬁ ghting or during the ﬁ ght in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proﬁ ciency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  8
  The same is the case for items that 
  need to be consumed by a character. 
  As an action, these items are eaten 
  or drunk to gain their beneﬁ ts and 
  cannot be reused. To consume 
  these items, they ﬁ rst need to be 
  treated using a speciﬁ c tool set. The 
  consumable can be turned into a potion 
  using alchemist’s supplies, cooked using 
  cook’s utensils, or distilled into a type 
  of alcohol using brewer’s supplies. 
  Creating one consumable takes 
  an hour and the DC for creating 
  the ﬁ nished consumable is equal 
  to 5 + monster CR (not lower 
  than 10 and not higher than 30). Consuming 
  the item before it has been treated results 
  in the character having to make a DC 15 
  Constitution saving throw. If they fail, the 
  character spends their next turn incapacitated 
  as they start throwing up. Whether they 
  succeed or fail, they gain no beneﬁ t from 
  consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and can 
  be changed to ﬁ t the nature of the game being 
  played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proﬁ ciency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
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  9
  ALLIP
  • 
  1d4 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on a success. 
  • 
  1 Spirit Cloth. Can be crafted into a bag 
  of holding (DMG p. 153) (200 gp, 14 
  days). 
  • 
  1d6 Strips of Allip Essence. As an 
  action, you can wrap this strip of essence 
  around a melee weapon. For one minute, 
  each successful attack made with that 
  weapon deals an additional 1d8 psychic 
  damage. The essence then turns into 
  black mist and vanishes. 
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell for one minute. When consumed, 
  you have advantage on Dexterity 
  (Stealth) checks made while in dim light 
  or darkness. 
  ASTRAL DREADNOUGHT
  • 
  4d8 Astral Dreadnought Brain Chunks. 
  When consumed, you have advantage on 
  saving throws against being charmed, 
  frightened, paralyzed, and poisoned for 
  one hour. 
  • 
  1 Astral Dreadnought Eye. Can be 
  crafted into an antimagic shield (2500 
  gp, 75 days). Requires attunement. Once 
  per day, you can use an action to cast 
  the antimagic ﬁ eld spell using the shield 
  with the following changes: the duration 
  of the spell is one minute and the eﬀ ects 
  of the spell only exist in a 60 foot cone 
  originating from the shield. Two shields 
  can be crafted from this eye. 
  • 
  1d4 Astral Dreadnought Fangs. Can be 
  crafted into a greatsword (2000 gp, 30 
  days). On a hit, this weapon deals an 
  additional 2d6 damage.  
  • 
  1 Astral Dreadnought Hide. Can be 
  crafted into a set of light armor (3000 gp, 
  75 days). Requires attunement. While 
  wearing the armor, you are resistant 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. Six 
  sets of armor can be crafted from this 
  hide. 
  • 
  30d6 Rations
  • 
  3d12 Small Astral Dreadnought Teeth. 
  One tooth can be used as the tip on 
  an arrow or a crossbow bolt. Ranged 
  attacks that use ammunition made from 
  these teeth deal an additional 1d10 
  damage. After the ammunition has been 
  ﬁ red, it loses this property. 
  • 
  3d12 Vials of Astral Dreadnought 
  Blood. When consumed, you can’t leave 
  nor can you be banished or otherwise 
  _____________________________
  SECTION A
  _____________________________
  
  10
  transported out of the plane you were 
  in when the blood was consumed. This 
  eﬀ ect lasts for eight hours. 
  • 
  2d10 Vials of Astral Dreadnought 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 such a weapon takes an 
  additional 1d10 psychic damage. Once 
  applied, the saliva retains its potency for 
  one minute before drying. 
  _____________________________
  SECTION B
  _____________________________
  BALHANNOTH
  • 
  1 Balhannoth Heart. As an action, you 
  can crush this heart and magically 
  teleport, along with any equipment you 
  are wearing or carrying and with any 
  creatures you have grappled, up to 60 
  feet to an unoccupied space you can see. 
  • 
  1d4 Balhannoth Tentacles. Can be 
  crafted into a whip (200 gp, 14 days). 
  When attacking with this weapon, you 
  can try to grapple a creature you’re 
  ﬁ ghting. On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 15) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target. 
  • 
  2d10 Balhannoth 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 5 (1d10) damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d6 Vials of Balhannoth Blood. When 
  consumed, you become invisible for ten 
  minutes. If you attack or cast a spell, the 
  invisibility ends. 
  • 
  1d4 Vials of Balhannoth Mind Fluid. 
  When consumed, you become aware of 
  the presence of creatures within 100 feet 
  of you that have an Intelligence score of 
  4 or higher for one hour. You can sense 
  the desires of the creatures and identify 
  images of places where they expect 
  those desires to be met, but you do not 
  know the exact location of the creature 
  or of the places shown to you. A creature 
  protected by a mind blank spell, a 
  nondetection spell, or similar magic can’t 
  be perceived in this manner. 
  BERBALONG
  • 
  1d3 Berbalong Bones. As an action, you 
  can crush one of these bones and cast 
  the spell speak with dead on corpse of 
  your choice within 10 feet of you. 
  • 
  1 Berbalong Brain. When consumed, you 
  create one spectral duplicate of yourself 
  in an unoccupied space you can see 
  within 60 feet of you. While the duplicate 
  exists, you are unconscious. You can only 
  have one of these duplicates at a time. 
  The duplicate disappears if it or you drop 
  to 0 hit points or when you dismiss it. 
  The duplicate has the same statistics 
  and knowledge as you, and everything 
  experienced by the duplicate is known 
  by you. All damage dealt by the duplicate 
  attacks is psychic damage. 
  • 
  1d2 Berbalong Wings. Two wings can be 
  crafted into a cloak of the bat (DMG p. 
  159) (2000 gp, 60 days). 
  BONECLAW
  • 
  3d12 Boneclaw Bones. Can be used as 
  an additional material component when 
  casting spells that deal necrotic damage. 
  
  11
  When used in this way, you deal an 
  additional 1d6 necrotic damage when 
  you cast the spell. 
  • 
  1d4 Boneclaw Claws. Can be crafted into 
  a shortsword (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 damage with 
  this weapon. 
  • 
  2d10 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 aﬀ ected by the darkness
  spell for one minute. When consumed, 
  you have advantage on Dexterity 
  (Stealth) checks made while in dim light 
  or darkness.
  _____________________________
  SECTION C
  _____________________________
  CADAVER COLLECTOR
  • 
  1d2 Broken Glaives. 
  • 
  1d2 Broken Longswords. 
  • 
  1 Broken Half-Plate Armor (size 
  Medium).
  • 
  1d3 Broken Shields. 
  • 
  1d2 Broken Shortswords. 
  • 
  1d4 Broken Spears. 
  • 
  1 Broken Studded Leather Armor (size 
  Medium). 
  • 
  1d4 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  2d6 Vials of Paralyzing Gas. As an 
  action, you can throw this vial up to 
  20 feet away where it will shatter into 
  a cloud of gas. Each creature within 
  10 feet of where the vial landed must 
  succeed on a DC 18 Constitution saving 
  throw, or become paralyzed for one 
  minute. A paralyzed creature can repeat 
  the saving throw at the end of each of 
  its turns, ending the eﬀ ect on itself on a 
  success.  
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  CHOKER
  • 
  1d2 Choker Feet. Two feet can be crafted 
  into a pair of boots of spider climbing
  (1000 gp, 30 days). Requires attunement. 
  While wearing these boots, you are 
  under the eﬀ ects of the spider climb
  spell. 
  • 
  1d2 Choker Tentacles. Can be crafted 
  into a whip (200 gp, 14 days). When 
  attacking with this weapon, you can try 
  to grapple a creature you’re ﬁ ghting. 
  On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 15) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target. 
  • 
  1d4 Vials of Choker Slime. When 
  consumed, you can take an extra action 
  on your next turn. 
  
  12
  CLOCKWORKS
  BRONZE SCOUT
  • 
  1d4 Lightning Flares. As an action, you 
  can smash this ﬂ are into the ground 
  where it crackles lightning. Each 
  creature in contact with the ground 
  within 15 feet of you must make a DC 
  13 Dexterity saving throw, taking 4d6 
  lightning damage on a failed save, or half 
  as much damage on a successful one. 
  • 
  1d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  IRON COBRA
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d4 Vials of Iron Cobra Poison. As an 
  action, the poison can be used to coat 
  one slashing or piercing weapon, or 
  up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  or ammunition must make a DC 13 
  Constitution saving throw or suﬀ er one 
  random poison eﬀ ect. Once applied, the 
  poison retains its potency for one minute 
  before drying. 
  1. Poison Damage. The target takes 
  3d8 poison damage. 
  2. Confusion. On its next turn, the 
  target must use its action to make 
  one weapon attack against a random 
  creature it can see within 30 feet of 
  it, using whatever weapon it has in 
  hand moving beforehand if necessary 
  to get in range. If it’s holding no 
  weapon, it makes an unarmed strike. 
  If no creature is visible within 30 
  feet, it takes the Dash action, moving 
  toward the nearest creature. 
  3. Paralysis. The target is paralyzed 
  until the end of its next turn. 
  OAKEN BOLTER
  • 
  1d6 Explosive Bolts. As an action, you 
  can hit this bolt with a weapon or piece 
  of ammunition and cause it to explode. 
  The bolt has an AC of 15. When it 
  explodes, each creature within 20 feet 
  of the bolt must make a DC 15 Dexterity 
  saving throw, taking 5d6 ﬁ re damage on 
  a failed save, or half as much damage on 
  a successful one. 
  • 
  2d8 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  STONE DEFENDER
  • 
  2d8 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d2 Stone Shields. Functions as a +1 
  magical shield. 
  CORPSE FLOWER
  • 
  1d10 Blight Buds. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal 1d4 
  additional acid damage with the spell.
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Broken Longbow. 
  • 
  1d2 Broken Longswords. 
  • 
  1 Broken Shield.
  • 
  1 Broken Shortbow. 
  • 
  1d2 Broken Shortswords. 
  • 
  1d8 Corpse Flower Flowers. As an 
  action, you can crush this ﬂ ower and 
  release the horrible stench trapped 
  
  13
  within. Each creature within 10 feet 
  of the ﬂ ower must make a DC 14 
  Constitution saving throw, unless the 
  creature is a construct or undead. On a 
  failed save, the creature is incapacitated 
  until the end of its next turn. Creatures 
  that are immune to poison damage or 
  the poisoned condition automatically 
  succeed on this saving throw. On a 
  successful save, the creature is immune 
  to the stench of all corpse ﬂ owers for 24 
  hours. 
  • 
  1d4 Corpse Flower Tentacles. Can be 
  crafted into a maul (10 gp, 2 days).
  _____________________________
  SECTION D
  _____________________________
  DEATHLOCK
  • 
  1d2 Deathlock Eyes. When consumed, 
  you can change your appearance as if 
  casting the disguise self spell. This eﬀ ect 
  lasts for one hour. 
  • 
  1 Deathlock Heart. When consumed, you 
  gain the beneﬁ ts of the detect magic spell 
  for one hour. 
  • 
  1 Deathly Claw. Requires attunement by 
  a spellcaster. Whenever you cast a spell 
  that deal necrotic damage, you may reroll 
  any 1s rolled on the damage die and 
  must keep the second result. 
  DEATHLOCK MASTERMIND
  • 
  1d2 Deathlock Eyes. When consumed, 
  you can change your appearance as if 
  casting the disguise self spell. This eﬀ ect 
  lasts for one hour. 
  • 
  1 Deathlock Heart. When consumed, you 
  gain the beneﬁ ts of the detect magic spell 
  for one hour. 
  • 
  1 Deathly Claw. Requires attunement by 
  a spellcaster. Whenever you cast a spell 
  that deal necrotic damage, you may reroll 
  any 1s rolled on the damage die and 
  must keep the second result. 
  • 
  1d6 Vials of Deathlock 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 2d8 necrotic 
  damage when you cast the spell.
  • 
  DEATHLOCK WIGHT
  • 
  1d2 Deathlock Eyes. When consumed, 
  you can change your appearance as if 
  casting the disguise self spell. This eﬀ ect 
  lasts for one hour. 
  • 
  1 Deathlock Heart. When consumed, you 
  gain the beneﬁ ts of the detect magic spell 
  for one hour. 
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  1d6 Vials of Deathlock 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 2d8 necrotic 
  damage when you cast the spell.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  DEMONS
  ALKILITH
  • 
  1d10 Vials of Alkilith Spores. As an 
  action, you can throw this vial up to 30 
  feet away where it shatters in a vapor 
  of green spores. Any creature that isn’t 
  
  14
  a demon within 20 feet of where the 
  vial landed must succeed on a DC 18 
  Wisdom saving throw, or it hears a faint 
  buzzing in its head for a moment and 
  has disadvantage on its next attack roll, 
  saving throw, or ability check. If the 
  creature fails the saving throw by 5 or 
  more, the creature is instead subjected 
  to the confusion spell for one minute. 
  • 
  2d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  1d12 Wisps of Alkilith Skin. Can be used 
  as an additional material component 
  when casting spells that deal acid 
  damage. When used in this way, you deal 
  an additional 1d6 acid damage when you 
  cast the spell.
  ARMANITE
  • 
  1 Armanite Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1d12 Aramanite Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws deal 
  an additional 1d10 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d4 Lightning Lances. This functions as 
  a javelin of lightning (DMG p. 178). 
  • 
  1 Serrated Armanite Tail. Can be crafted 
  into a greatsword (1000 gp, 14 days). 
  On a hit, this weapon deals an additional 
  1d6 damage.  
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  BULEZAU
  • 
  1 Bulezau Tail. Can be crafted into 
  a lance (150 gp, 10 days). Once per 
  day when you hit a creature with this 
  weapon, you can activate the demonic 
  disease resting within the lance. If 
  the target of this eﬀ ect is a creature, it 
  must succeed on a DC 13 Constitution 
  saving throw against disease or become 
  poisoned until the disease ends. While 
  poisoned in this way, the target sports 
  festering boils, coughs up ﬂ ies, and 
  sheds rotting skin, and the target must 
  repeat the saving throw after every 24 
  hours that elapse. On a successful save, 
  the disease ends. On a failed save, the 
  target’s hit point maximum is reduced 
  by 1d8. The target dies it its hit point 
  maximum is reduced to 0. 
  • 
  1d6 Vials of Bulezau Rot. As an action, 
  the rot 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 
  13 Constitution saving throw or take 1d6 
  necrotic damage. Once applied, the rot 
  sticks for one minute before ﬂ aking oﬀ . 
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  DYBBUK
  • 
  1d6 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  2d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  MAUREZHI
  • 
  1d10 Maurezhi Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal an additional 1d10 damage. If the 
  
  15
  target is a humanoid, its Charisma score 
  is reduced by 1d4. This reduction lasts 
  until the target ﬁ nishes a short or long 
  rest. The target dies if this reduces its 
  Charisma score to 0, and it rises 24 
  hours later as a ghoul, unless it has been 
  revived or its corpse has been destroyed. 
  After the ammunition has been ﬁ red, it 
  loses these properties. 
  • 
  1d4 Maurezhi Claws. Can be crafted 
  into a dagger (150 gp, 10 days.). Once 
  per day when you hit a creature with 
  this weapon, you can force the creature 
  to make a DC 12 Constitution saving 
  throw. On a failed save, the creature is 
  paralyzed for one minute. The target 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success. 
  • 
  2d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  MOLYDEUS
  • 
  1d8 Molydeus Claws. When consumed, 
  you can cast the spell telekinesis once 
  within the next minute. Your spellcasting 
  ability for this spell is Charisma. 
  • 
  1d2 Molydeus Eyes. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Molydeus Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1d12 Tufts of Molydeus Fur. As an 
  action, you can light one of these tufts 
  on ﬁ re and cast the spell dispel magic. 
  Your spellcasting ability for this spell is 
  Charisma. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d6 Vials of Molydeus Poison. As an 
  action, the poison can be used to coat 
  one slashing or piercing weapon, or 
  up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  or ammunition must make a DC 22 
  Constitution saving throw or have its hit 
  point maximum reduced by the amount 
  of damage taken from the attack. This 
  reduction lasts until the target ﬁ nished 
  a long rest. The target transforms into 
  a manes if this reduces its hit point 
  maximum to 0 and this transformation 
  can be ended only by a wish spell. Once 
  applied, the poison retains its potency for 
  one minute before drying. 
  NABASSU
  • 
  1d2 Nabassu Eyes. Two eyes can be 
  crafted into a set of eyes of soul-stealing
  (2000 gp, 30 days). Requires attunement. 
  These glasses have three charges which 
  recharge each day at dawn. While 
  wearing these glasses, you can use an 
  action to target one creature within 30 
  feet of you and spend one of the glasses’ 
  charges. If the target can see you and 
  isn’t a construct or undead, it must 
  succeed on a DC 16 Charisma saving 
  throw or reduce its hit point maximum 
  by 2d12 and give you an equal amount 
  of temporary hit points. This reduction 
  lasts until the target ﬁ nishes a short or 
  long rest. The target dies if its hit point 
  maximum is reduced to 0, and if the 
  target is a humanoid, it immediately rises 
  as a ghoul under your control. 
  • 
  1 Nabassu Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  2d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d10 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 aﬀ ected by the darkness
  spell for one minute. When consumed, 
  
  16
  you have advantage on Dexterity 
  (Stealth) checks made while in dim light 
  or darkness. 
  RUTTERKIN
  • 
  2d10 Rutterkin Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Creatures that are hit 
  with ranged attacks that use ammunition 
  made from these teeth must succeed 
  on a DC 13 Constitution saving throw 
  against disease or become poisoned. At 
  the end of each long rest, the poisoned 
  target can repeat the saving throw, 
  ending the eﬀ ect on itself on a success. If 
  the target is reduced to 0 hit points while 
  poisoned in this way, it dies and instantly 
  transforms into a living abyssal wretch. 
  The transformation of the body can be 
  undone only by a wish spell. 
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  ABYSSAL WRETCH
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  SIBRIEX
  • 
  1d4 Chains. Functions as a melee 
  martial weapon that deals 1d10 
  bludgeoning damage. This weapon as 
  the reach property. 
  • 
  3d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d10 Vials of Sibriex Bile. Can be used 
  as an additional material component 
  when casting spells that deal acid 
  damage. When used in this way, you deal 
  an additional 3d6 acid damage when you 
  cast the spell.
  • 
  2d6 Vials of Sibriex Ooze. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter into a pool 
  of ill-smelling ooze. The area within 15 
  feet of where the vial landed become 
  contaminated. Plants that aren’t 
  creatures wither in the area, and the 
  ground becomes diﬃ  cult terrain for 
  other creatures. Any creature that starts 
  its turn in the area must succeed on a 
  DC 20 Constitution saving throw or take 
  4d6 poison damage. A creature that 
  succeeds on the save is immune to the 
  contamination for 24 hours. All these 
  eﬀ ects last for one hour.
  • 
  1d4 Vials of Sibriex Saliva. When 
  consumed, you must succeed on a DC 21 
  Intelligence saving throw or be aﬀ ected 
  by the feeblemind spell. On a successful 
  save, you take 4d6 psychic damage and 
  you are not aﬀ ected by the spell. 
  WASTRILITH
  • 
  4d10 Vials of Corrupted Water. 
  A creature that consumes this 
  corrupted water must succeed on a 
  DC 18 Constitution saving throw. On a 
  successful save, the creature is immune 
  to the corrupted water’s eﬀ ects for 24 
  hours. On a failed save, the creature 
  takes 4d6 poison damage and is 
  poisoned for one minute. At the end of 
  this time, the poisoned creature must 
  repeat the saving throw. On a failure, the 
  creature takes 4d8 poison damage and is 
  poisoned until it ﬁ nishes a long rest. If a 
  demon uses an action to drink this water, 
  it gains 2d10 temporary hit points. 
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  1d2 Wastrilith Claws. Can be crafted into 
  a greatsickle (50 gp, 2 days). Functions 
  as a melee martial weapon that deals 
  2d6 slashing damage. It has the heavy 
  and two-handed properties. 
  • 
  1 Wastrilith Hide. Can be crafted into a 
  set of heavy armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  2d10 Wastrilith 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 
  
  17
  an additional 1d12 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  DEMONS: DEMON LORDS
  BAPHOMET
  • 
  1 Heart of Baphomet. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Baphomet. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  1d2 Hooves of Baphomet. Can be crafted 
  into a set of boots of charging (250 gp, 
  30 days). Requires attunement. While 
  wearing these boots, if you move at least 
  10 feet straight toward a target and then 
  hit it with a melee attack on the same 
  turn, the target takes an extra 2d10 
  damage from the attack. 
  • 
  1d2 Horns of Baphomet. Can be crafted 
  into a maul (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 bludgeoning 
  damage with this weapon. 
  • 
  1 Skull of Baphomet. Can be crafted into 
  a helmet (500 gp, 30 days). Requires 
  attunement. When worn, you can use 
  a bonus action to strike fear into those 
  close to you by activating a fear aura that 
  lasts for one minute. Any hostile creature 
  to you that starts its turn within 20 feet of 
  you must make a DC 18 Wisdom saving 
  throw. On a failed save, the creature is 
  frightened until the start of its next turn. 
  On a success, the creature is immune to 
  the fear aura for the next 24 hours. 
  • 
  3d10 Teeth of Baphomet. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 12 of these teeth can be crafted 
  into a necklace of the beastlord which 
  lets you cast the spell hunter’s mark once 
  per day.
  • 
  2d12 Tufts of Baphomet’s Fur. As an 
  action, you can light one of these tufts 
  on ﬁ re and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  2d6 Vials of Baphomet’s Mind Fluid. 
  When consumed, you can perfectly recall 
  any path you have traveled within the 
  past seven days. This eﬀ ect lasts for one 
  month. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d6 Vials of Minotaur Essence. When 
  consumed, you gain advantage on all 
  melee weapon attack rolls you make, but 
  attack rolls against you have advantage. 
  This eﬀ ect lasts until the beginning 
  of your next turn. This item can be 
  consumed as a bonus action instead of 
  the usual action. 
  DEMOGORGON
  • 
  1d4 Eyes of Demogorgon. Two eyes be 
  crafted into a set of eyes of maddening 
  gaze (2000 gp, 60 days). Requires 
  attunement. As an action, you can turn 
  your eyes toward one creature you can 
  see within 60 feet of you. The target 
  must make a DC 23 Wisdom saving 
  throw. Unless the target is incapacitated, 
  it can avert its eyes to avoid the gaze and 
  to automatically succeed on the save. 
  If the target does so, it can’t see you 
  until the start of your next turn. If the 
  target looks at you in the meanwhile, it 
  must immediately make the save. If the 
  target fails the save, it suﬀ ers one of the 
  following random eﬀ ects:
  1. Beguiling Gaze. The target is 
  stunned until the beginning of your 
  next turn or until you are no longer 
  within its line of sight.
  
  18
  2. Hypnotic Gaze. The target is 
  charmed by you until the start of 
  your next turn. You choose how the 
  charmed target uses its actions, 
  reactions, and movement. 
  3. Insanity Gaze. The target suﬀ ers the 
  eﬀ ect of the confusion spell without 
  making a saving throw. The eﬀ ect 
  lasts until the start of your next turn. 
  You don’t need to concentrate on the 
  spell. 
  Whenever you successfully use these 
  eyes against a target, you must make a 
  DC 23 Wisdom saving throw. On a failed 
  save, you suﬀ er a random case of long-
  term madness. 
  • 
  1 Hide of Demogorgon. Can be crafted 
  into a set of light armor (4100 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, ﬁ re, and 
  lightning damage. Two sets of armor 
  can be crafted from this hide. You also 
  gain a swimming speed of 50 feet while 
  wearing this armor. 
  • 
  3d10 Teeth of Demogorgon. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d4 Tentacles of Demogorgon. Can be 
  crafted into a maul (500 gp, 30 days). 
  If you hit a target with this weapon, it 
  must succeed on a DC 23 Constitution 
  saving throw or its hit point maximum 
  is reduced by an amount equal to the 
  damage taken. This reduction lasts until 
  the target ﬁ nishes a long rest. The target 
  dies if its hit point maximum is reduced 
  to 0. 
  • 
  2d12 Tufts of Demogorgon’s Fur. As an 
  action, you can light one of these tufts 
  on ﬁ re and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  2d6 Vials of Demogorgon’s Mind Fluid. 
  When consumed, you can cast the 
  spell fear once within the next minute. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  FRAZ-URB’LUU
  • 
  1d4 Brain Chunks of Fraz-Urb’luu. 
  Can be used as an additional material 
  component when casting the spells 
  mirage arcane, modify memory, or 
  project image. When used in this way, 
  you don’t expel a spellslot when casting 
  the spell. 
  • 
  1d2 Eyes of Fraz-Urb’luu. As an action, 
  you can crush one of these eyes and 
  cast the spell seeming. Charisma is your 
  spellcasting ability for this spell. 
  • 
  1 Hide of Fraz-Urb’luu. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, ﬁ re, and 
  lightning damage. Two sets of armor can 
  be crafted from this hide. 
  • 
  3d10 Teeth of Fraz-Urb’luu. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  3d6 Vials of Fraz-Urb’luu’s Mind Fluid. 
  When consumed, you can’t be targeted 
  by divination magic or be perceived 
  through magical scrying sensors. 
  • 
  1d2 Wings of Fraz-Urb’luu. One wing 
  can be crafted into a cloak of ﬂ ying (2000 
  gp, 60 days). Requires attunement. While 
  wearing this cloak, you have a ﬂ ying 
  speed of 40 feet. 
  
  19
  GRAZ’ZT
  • 
  1d2 Eyes of Graz’zt. When consumed, 
  you gain truesight out to a range of 120 
  feet for 10 minutes. 
  • 
  1 Heart of Graz’zt. Can be crafted into 
  an amulet of the hardened heart (1500 
  gp, 40 days). Requires attunement. 
  While wearing this amulet, you are 
  immune to the charmed condition and 
  you have advantage on saving throws 
  against being controlled, compelled, or 
  convinced to do something against your 
  will. 
  • 
  1 Hide of Graz’zt. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  2d12 Locks of Graz’zt’s Hair. Can 
  be used as an additional material 
  component when casting the spells 
  charm person, crown of madness, or 
  dissonant whispers. When used in this 
  way, you don’t expel a spellslot when 
  casting the spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  2d10 Vials of Shapeshifter Blood. 
  Can be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  • 
  1 Wave of Sorrow. This functions as a 
  magical greatsword. On a hit, you deal 
  an additional 3d6 acid damage with this 
  weapon. 
  JUIBLEX
  • 
  4d10 Vials of Corrosive Slime. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a slimy 
  explosion. Each creature within 10 feet 
  of where the vial landed must succeed 
  on a DC 21 Dexterity saving throw. On 
  a failure, a creature takes 5d10 acid 
  damage. Unless the creature avoids 
  taking any damage, any metal armor 
  worn by the creature takes a permanent 
  –1 penalty to the AC it oﬀ ers, and any 
  metal weapon it is carrying or wearing 
  takes a permanent –1 penalty to damage 
  rolls. The penalty worsens each time 
  a creature is subjected to this eﬀ ect. If 
  the penalty on an object drops to –5, the 
  object is destroyed. 
  • 
  5d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  4d8 Vials of Ooze Essence. Can be used 
  as an additional material component 
  when casting spells that deal acid 
  damage. When used in this way, you deal 
  an additional 1d6 acid damage when you 
  cast the spell. 
  • 
  5d6 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial as 
  an improvised weapon. On a hit, the vial 
  shatters and covers the creature with 
  goop. For the next minute, the creature 
  takes 1d8 acid damage at the start of 
  each of its turns. The creature can use 
  an action to scrape the goop oﬀ , ending 
  the eﬀ ect early. 
  ORCUS
  • 
  1d2 Eyes of Orcus. When consumed, you 
  gain truesight out to a range of 120 feet 
  for 10 minutes. 
  • 
  1 Heart of Orcus. As an action, you can 
  crush this heart and cast the spell time 
  stop. Charisma is your spellcasting 
  ability for this spell. 
  • 
  1 Hide of Orcus. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  1 Tail of Orcus. Can be crafted into a 
  maul (150 gp, 9 days). On a hit, you deal 
  an additional 1d6 poison damage with 
  this weapon. 
  
  20
  • 
  3d8 Vials of Death Gas. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you deal 
  an additional 2d6 necrotic damage when 
  you cast the spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  1 Wand of Orcus. Requires attunement. 
  The wand has 7 charges, and any of its 
  properties that require a saving throw 
  have a save DC of 18. While holding it, 
  you can use an action to cast animate 
  dead or speak with dead. Alternatively, 
  you can expend 1 or more of the wand’s 
  charges to cast one of the following 
  spells from it: circle of death (1 charge), 
  ﬁ nger of death (1 charge), or power word 
  kill (2 charges). The wand regains 1d4 
  + 3 charges every day at dawn. While 
  holding the wand, you can use an action 
  to conjure undead creatures whose 
  combined average hit points don’t exceed 
  500. These undead magically rise up 
  from the ground or otherwise form in 
  unoccupied spaces within 300 feet of you 
  and obey your commands until they are 
  destroyed or until you dismiss them as 
  an action. Once this property of the wand 
  is used, the property can’t be used again 
  until the next dawn. 
  YEENOGHU
  • 
  1d2 Eyes of Yeenoghu. When consumed, 
  you gain truesight out to a range of 120 
  feet for 10 minutes. 
  • 
  1 Heart of Yeenoghu. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Yeenoghu. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. Two sets of armor can be 
  crafted from this hide. 
  • 
  4d10 Teeth of Yeenoghu. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  3d12 Tufts of Yeenoghu’s Fur. As an 
  action, you can light one of these tufts 
  on ﬁ re and cast the spell dispel magic. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  4d6 Vials of Yeenoghu Bile. When 
  consumed, you become aﬄ  icted by the 
  savagery of Yeenoghu for one minute. 
  At the beginning of your ﬁ rst turn after 
  the savagery ends, you immediately gain 
  one level of exhaustion and become 
  incapacitated until the start of your next 
  turn. When you hit a creature with a 
  melee attack, one of the following eﬀ ects 
  occur at random. 
  1. The attack deals an extra 2d12 
  damage. 
  2. The target must succeed on a DC 
  17 Constitution saving throw or be 
  paralyzed until the start of your next 
  turn. 
  3. The target must succeed on a DC 17 
  Wisdom saving throw or be aﬀ ected 
  by the confusion spell until the start 
  of your next turn. 
  ZUGGTMOY
  • 
  1 Heart of Zuggtmoy. When consumed, 
  you can cast the spell teleport once 
  within the next minute. 
  • 
  1 Hide of Zuggtmoy. Can be crafted 
  into a set of medium armor (4000 gp, 
  90 days). Requires attunement. This 
  armor grants resistance to cold, ﬁ re, and 
  lightning damage. 
  • 
  3d10 Ounces of Mind Control Spores. 
  As an action, you can blow these spores 
  into the face of a humanoid or beast 
  within 5 feet of you. The creature must 
  
  21
  make a DC 19 Wisdom saving throw 
  against disease. On a successful save, 
  the creature becomes immune to the 
  eﬀ ects of these spores for 24 hours. On a 
  failed save, the creature is infected with a 
  disease called inﬂ uence of Zuggtmoy for 
  24 hours. While infected in this way, the 
  creature is charmed by you. 
  • 
  4d6 Ounces of Spore Dust. As an 
  action, you can blow this dust into the 
  face of a creature within 5 feet of you. 
  The creature must succeed on a DC 19 
  Constitution saving throw or take 5d10 
  poison damage on a failed save. 
  • 
  4d8 Vials of Charm Pheromones. 
  Can be used as an additional material 
  component when casting spells that 
  attempts to charm, convince, or compel 
  another creature. When used in this way, 
  the creature has disadvantage on its 
  saving throw against the spell. 
  • 
  1d4 Vials of Infestation Spores. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a cloud 
  of spores. Each ﬂ esh-and-blood creature 
  within 20 feet of where the vial landed 
  must make a DC 19 Constitution saving 
  throw. On a successful save, the creature 
  can’t be infected by these spores for 24 
  hours. On a failed save, the creature 
  is infected with a disease called the 
  spores of Zuggtmoy and also gains a 
  random form of long term madness that 
  lasts until the creature is cured of the 
  disease or dies. While infected in this 
  way, the creature can’t be reinfected, 
  and it must repeat the saving throw at 
  the end of every 24 hours, ending the 
  infection on a success. On a failure, the 
  infected creature’s body is slowly taken 
  over by fungal growth, and after three 
  such failed saves, the creature dies and 
  is reanimated as a spore servant if it’s a 
  type of creature that can be. 
  DERRO
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Light Crossbow. 
  • 
  2d6 Crossbow Ammunition. 
  • 
  1 Hooked Spear. Functions as a martial 
  weapon that deals 1d6 piercing damage. 
  If the target of an attack made with this 
  weapon is Medium or smaller, you can 
  choose to deal no damage and knock it 
  prone. 
  DERRO SERVANT
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Quarterstaﬀ . 
  DEVILS
  BLACK ABISHAI
  • 
  1 Black Abishai Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  Requires attunement. While wearing the 
  armor, you are resistant to acid damage. 
  • 
  1d12 Black Abishai 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 1d8 acid damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d2 Magic Scimitars. 
  • 
  1d8 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  1d4 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 
  
  22
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell for one minute. When consumed, 
  you have advantage on Dexterity 
  (Stealth) checks made while in dim light 
  or darkness. 
  BLUE ABISHAI
  • 
  1 Blue Abishai Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to lightning 
  damage. 
  • 
  2d12 Blue Abishai 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 1d8 lightning damage. 
  After the ammunition has been ﬁ red, it 
  loses this property. 
  • 
  1 Component Pouch. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Magic Quarterstaﬀ . 
  • 
  2d12 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  GREEN ABISHAI
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1d4 Green Abishai Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 
  poison damage. 
  • 
  1 Green Abishai Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). Requires attunement. While 
  wearing the armor, you are resistant to 
  poison damage. 
  • 
  2d10 Green Abishai 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 1d8 poison damage. After 
  the ammunition has been ﬁ red, it loses 
  this property. 
  • 
  1 Magic Longsword. 
  • 
  1d12 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  RED ABISHAI
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Magic Morningstar. 
  • 
  1d4 Red Abishai Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 ﬁ re 
  damage. 
  • 
  1 Red Abishai Heart. When consumed, 
  you become infused with the power of 
  the Dragon Queen for one minute. As 
  an action, you can target one dragon you 
  can see within 120 of you. The dragon 
  must make a DC 18 Charisma saving 
  throw. A chromatic dragon makes this 
  save with disadvantage. On a successful 
  save, the target is immune to the power 
  of the Dragon Queen for one hour. On a 
  failed save, the target is charmed by you 
  for one hour. While charmed in this way, 
  the target regards you as a trusted friend 
  to be heeded and protected. This eﬀ ect 
  ends if your or your companions deal 
  damage to the target. 
  • 
  1 Red Abishai Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  Requires attunement. While wearing the 
  armor, you are resistant to ﬁ re damage. 
  
  23
  • 
  1 Red Abishai Skull. Can be crafted into 
  a helmet (500 gp, 30 days). Requires 
  attunement. When worn, you can use 
  a bonus action to strike fear into those 
  close to you by activating a fear aura that 
  lasts for one minute. Any hostile creature 
  to you that starts its turn within 20 feet of 
  you must make a DC 18 Wisdom saving 
  throw. On a failed save, the creature is 
  frightened until the start of its next turn. 
  On a success, the creature is immune to 
  the fear aura for the next 24 hours. 
  • 
  3d10 Red Abishai 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 1d8 ﬁ re damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  WHITE ABISHAI
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Magic Longsword. 
  • 
  1d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  1d4 White Abishai Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 cold 
  damage. 
  • 
  1 White Abishai Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). Requires attunement. While 
  wearing the armor, you are resistant to 
  cold damage. 
  • 
  2d8 White Abishai 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 1d8 cold damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  AMNIZU
  • 
  1d2 Amnizu Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. When you cast spells 
  that deal necrotic damage, you can reroll 
  any 1s and 2s on your damage dice and 
  must keep the second result. 
  • 
  1d2 Amnizu Wings. Two wings can be 
  crafted into a cloak of ﬂ ying (2000 gp, 
  60 days). Requires attunement. While 
  wearing this cloak, you have a ﬂ ying 
  speed of 40 feet. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Robe of Charms. Requires attunement. 
  While wearing this robe, you can use 
  your reaction to target a creature within 
  60 feet of you that makes an attack roll 
  against you and another creature is 
  within the attack’s range. The creature 
  must make a DC 19 Wisdom saving 
  throw. On a failed save, the attacker must 
  target the creature that is closest to it, 
  not including you or itself. If multiple 
  creatures are closest, the attacker 
  chooses which one to target. If the saving 
  throw is successful, the attacker is 
  immune to the eﬀ ects of the robe for 24 
  hours. 
  • 
  1 Taskmaster Whip. Functions as a 
  martial weapon that deals 2d4 slashing 
  damage plus 1d10 force damage. 
  
  24
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  HELLFIRE ENGINE
  • 
  1d3 Lightning Flails. Functions as a ﬂ ail 
  which deals an additional 1d8 lightning 
  damage on a hit. 
  • 
  2d10 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result. 
  • 
  1d2 Thunder Cannons. Functions as 
  a ranged martial weapon that deals 
  2d12 thunder damage. It has 2d10 
  charges and when they run out, it stops 
  functioning. 
  • 
  2d12 Vials of Bonemelting Fluid. 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 ﬂ uid can be applied 
  to a weapon made of metal and imbue 
  it with magical ﬁ re. For one minute, 
  when the weapon hits a target it deals 
  an additional 1d8 acid damage plus 
  1d10 ﬁ re damage. The essence then 
  evaporates. 
  • 
  2d8 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour. 
  MERREGON
  • 
  1 Broken Halberd. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  3d6 Crossbow Ammunition. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Merregon Mask. Requires attunement. 
  While wearing this mask and an ally 
  within 5 feet of you is hit by an attack, 
  you can use a reaction to take the 
  damage from the attack instead of the 
  targeted ally. 
  • 
  1d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  NARZUGON
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Fireforged Plate Armor. Requires 
  attunement. While wearing this armor, 
  you have resistance to ﬁ re damage. 
  • 
  1 Fireforged Shield. Requires 
  attunement. While equipped with 
  this shield, you have resistance to ﬁ re 
  damage. 
  • 
  1 Hellﬁ re Lance. Functions as a lance 
  that deals an additional 1d10 ﬁ re 
  damage. 
  • 
  1 Infernal Tack (MToF, p. 167). 
  • 
  1 Narzugon Helmet. Requires 
  attunement by a creature with at least 16 
  Strength. While wearing this helmet, you 
  have advantage on saving throws against 
  being charmed and frightened. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  NUPPERIBO
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  
  25
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  ORTHON
  • 
  1 Infernal Dagger. Once per day, you 
  can force a creature you hit with this 
  weapon to make a DC 17 Constitution 
  saving throw. The creature takes 4d10 
  poison damage on a failed save, and half 
  as much damage on a successful one. 
  On a failure, the target is also poisoned 
  for one minute. The poisoned target 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success. 
  • 
  1d4 Orthon Crossbow Bolts (Acid). 
  This piece of ammunition is ﬁ red using 
  a crossbow. If you hit a creature with 
  a ranged attack using this piece of 
  ammunition, the creature must make a 
  DC 17 Constitution saving throw. It takes 
  5d6 acid damage on a failed save, and 
  half as much damage on a successful 
  one. After the ammunition has been 
  ﬁ red, it loses this property. 
  • 
  1 Orthon Crossbow Bolt (Blindness). 
  This piece of ammunition is ﬁ red 
  using a crossbow. If you hit a creature 
  with a ranged attack using this piece 
  of ammunition, the creature takes an 
  additional 1d10 radiant damage and 
  all other creatures within 20 feet of it 
  must make a successful DC 17 Dexterity 
  saving throw or be blinded until the end 
  of your next turn. After the ammunition 
  has been ﬁ red, it loses this property. 
  • 
  1d4 Orthon Crossbow Bolts 
  (Concussion). This piece of ammunition 
  is ﬁ red using a crossbow. If you hit a 
  creature with a ranged attack using this 
  piece of ammunition, the creature and 
  each creature within 20 feet of it must 
  make a DC 17 Constitution saving throw. 
  It takes 2d12 thunder damage on a failed 
  save, and half as much damage on a 
  successful one. After the ammunition 
  has been ﬁ red, it loses this property. 
  • 
  1d4 Orthon Crossbow Bolts 
  (Entanglement). This piece of 
  ammunition is ﬁ red using a crossbow. 
  If you hit a creature with a ranged 
  attack using this piece of ammunition, 
  the creature must succeed on a DC 17 
  Dexterity saving throw or be restrained 
  for one hour by strands of sticky 
  webbing. A restrained creature can 
  escape by using an action to make a 
  successful DC 17 Dexterity or Strength 
  check. Any creature that touches the 
  restrained creature must make a 
  successful DC 17 Dexterity saving throw 
  or become similarly restrained. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1 Orthon Crossbow Bolt (Paralysis). 
  This piece of ammunition is ﬁ red 
  using a crossbow. If you hit a creature 
  with a ranged attack using this piece 
  of ammunition, the creature takes an 
  additional 4d10 lightning damage and 
  must succeed on a DC 17 Constitution 
  saving throw or be paralyzed for one 
  minute. The paralyzed target can repeat 
  the saving throw at the end of each of 
  its turns, ending the eﬀ ect on itself on a 
  success. After the ammunition has been 
  ﬁ red, it loses this property. 
  • 
  1d4 Orthon Crossbow Bolts (Tracking). 
  This piece of ammunition is ﬁ red using 
  a crossbow. If you hit a creature with 
  a ranged attack using this piece of 
  ammunition, you know the direction and 
  distance to the creature you hit for the 
  next 24 hours, as long as it’s on the same 
  plane of existence. If the creature is on 
  a diﬀ erent plane, you know which one, 
  but not the exact location there. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d6 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  
  26
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  DEVILS: ARCHDEVILS
  BAEL
  • 
  1 Broken Plate Armor (size Large). 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision. 
  • 
  1 Heart of Bael. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hellish Morningstar. Functions as 
  a magic morningstar that deals an 
  additional 1d8 ﬁ re damage on a hit. 
  • 
  1d10 Nails of Bael. When consumed, 
  you regain 1d8 hit points at the end of 
  each of your turns for the next minute. If 
  you take cold or radiant damage, you no 
  longer regain any hit points, even if the 
  minute is not over yet. 
  • 
  1 Skull of Bael. Can be crafted into 
  a dreadful helm (2000 gp, 60 days). 
  Requires attunement. As a bonus 
  action, you can make yourself appear 
  dreadful until the start of your next turn. 
  Each creature, others than a devil, that 
  starts its turn within 10 feet of your 
  must succeed on a DC 22 Wisdom 
  saving throw or be frightened until the 
  beginning of its next turn. 
  • 
  1 Tongue of Bael. Requires attunement 
  by a spellcaster. Can be used as an 
  arcane focus. Once per day, you can cast 
  each of the spells charm person and 
  major image once without expending a 
  spellslot. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells. 
  • 
  2d8 Tufts of Bael’s Fur. Can be used as 
  an additional material component when 
  casting the spells dispel magic, ﬂ y, or 
  suggestion. When used in this way, you 
  don’t expel a spellslot when casting the 
  spell. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  GERYON
  • 
  1d4 Claws of Geryon. Can be crafted 
  into a shortsword (150 gp, 9 days). After 
  hitting a creature with this weapon, you 
  can use your bonus action to deal an 
  additional 1d8 damage to it. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Heart of Geryon. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hide of Geryon. Can be crafted into a 
  set of medium armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to cold and ﬁ re damage.
  • 
  1 Horn of Geryon. Once per day as an 
  action, you can blow into this war horn 
  and summon a group of 5d4 minotaurs. 
  The minotaurs appear in random 
  unoccupied spaces within 600 feet of you 
  and they remain until they die or until 
  the horn is destroyed. The minotaurs are 
  aggressive against anything they see that 
  isn’t a devil, including you and your allies. 
  • 
  2d12 Scales of Geryon. Can be used as 
  an additional material component when 
  casting the spells detect magic, locate 
  object, or suggestion. When used in this 
  way, you don’t expel a spellslot when 
  casting the spell. 
  • 
  1 Stinger of Geryon. Can be crafted into 
  a glaive (1000 gp, 30 days). Requires 
  
  27
  attunement. This weapon has 3 charges 
  which recharge every day at dawn. When 
  you hit a creature with this weapon, 
  you can expend a charge and force the 
  creature to make a DC 21 Constitution 
  saving throw. On a failed save, the 
  creature takes 2d12 poison damage 
  and is poisoned until it ﬁ nishes a short 
  or long rest. On a successful save, the 
  creature takes half damage and isn’t 
  poisoned. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  HUTIJIN
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Heart of Hutijin. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hide of Hutijin. Can be crafted into 
  a set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to cold and ﬁ re damage.
  • 
  1 Magic Mace. 
  • 
  1d12 Scales of Hutijin. When consumed, 
  you regain 1d8 hit points at the end of 
  each of your turns for the next minute. If 
  you take radiant damage, you no longer 
  regain any hit points, even if the minute 
  is not over yet. 
  • 
  1 Set of Hutijin’s Vocal Cords. Once per 
  day, in response to taking damage, you 
  can use a reaction to blow into these 
  vocal cords and let out a horrible sound 
  of dread. Each creature within 15 feet of 
  you that isn’t a devil must succeed on a 
  DC 18 Wisdom saving throw or become 
  frightened of you for one minute. A 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on itself on a success. 
  • 
  1 Skull of Hutijin. Can be crafted into 
  a helm of infernal despair (1500 gp, 50 
  days). Requires attunement. Once per 
  day, you can use an action to activate an 
  aura of despair which moves with the 
  helmet for one minute. Each creature 
  within 15 feet of the helmet that isn’t 
  a devil makes saving throws with 
  disadvantage. 
  • 
  2d10 Teeth of Hutijin. 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 3d6 poison and a creature 
  that is hit by it must succeed on a DC 
  22 Constitution saving throw or become 
  poisoned. While poisoned in this way, 
  the creature can’t regain hit points. The 
  poisoned target can repeat the saving 
  throw at the end of each of its turns, 
  ending the eﬀ ect on a success. After the 
  ammunition has been ﬁ red, it loses these 
  properties. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  1d2 Wings of Hutijin. One wing can be 
  crafted into a cloak of ﬂ ying (2000 gp, 
  60 days). Requires attunement. While 
  wearing this cloak, you have a ﬂ ying 
  speed of 40 feet. 
  MOLOCH
  • 
  1d4 Claws of Moloch. Can be crafted 
  into a shortsword (175 gp, 4 days). This 
  weapon deals an additional 1d8 damage 
  on a hit. 
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  
  28
  • 
  1 Heart of Moloch. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hide of Moloch. Can be crafted into 
  a set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to cold and ﬁ re damage.
  • 
  1 Many-Tailed Whip. This magic weapon 
  functions as a martial weapon that deals 
  2d4 slashing damage plus 2d10 lightning 
  damage on a hit. 
  • 
  3d12 Small Teeth of Moloch. 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 1d8 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  2d12 Small Horns of Moloch. Can 
  be used as an additional material 
  component when casting the spells 
  detect magic, stinking cloud, or 
  suggestion. When used in this way, you 
  don’t expel a spellslot when casting the 
  spell. 
  • 
  2d10 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  2d8 Vials of Moloch’s Saliva. When 
  consumed, you regain 1d8 hit points at 
  the end of each of your turns for the next 
  minute. If you take radiant damage, you 
  no longer regain any hit points, even if 
  the minute is not over yet. 
  TITIVILUS
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.  
  • 
  1 Heart of Titivilus. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hide of Titivilus. Can be crafted into 
  a set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to cold and ﬁ re damage.
  • 
  1 Silver Longsword. This magic silvered 
  weapon deals an additional 1d10 
  necrotic damage on a hit. If the target 
  is a creature, its hit point maximum is 
  reduced by an amount equal to half the 
  necrotic damage it takes. 
  • 
  1 Skull of Titivilus. Can be crafted into 
  a helm of ventriloquism (1000 gp, 30 
  days). Requires attunement. Whenever 
  you speak, you can choose a point within 
  60 feet; your voice emanates from that 
  point. 
  • 
  2d10 Teeth of Titivilus. When consumed, 
  you regain 1d8 hit points at the end of 
  each of your turns for the next minute. If 
  you take radiant damage, you no longer 
  regain any hit points, even if the minute 
  is not over yet. 
  • 
  1 Tongue of Titivilus. Requires 
  attunement. Once per day, you can use 
  an action to target one creature you can 
  see within 60 feet of you. The target 
  must succeed on a DC 21 Charisma 
  saving throw or become charmed by you 
  for one minute. The charmed target can 
  repeat the saving throw it you deal any 
  damage to it. 
  • 
  2d12 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  1d2 Wings of Titivilus. Two wings can 
  be crafted into a cloak of ﬂ ying (2000 gp, 
  60 days). Requires attunement. While 
  wearing this cloak, you have a ﬂ ying 
  speed of 40 feet. 
  
  29
  ZARIEL
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision. 
  • 
  1 Heart of Zariel. As an action, you can 
  crush this heart and magically teleport, 
  along with any equipment you are 
  wearing or carrying up to 120 feet to an 
  unoccupied space you can see. 
  • 
  1 Hellish Longsword. Functions as a 
  magic longsword that deals an additional 
  1d8 ﬁ re damage on a hit. 
  • 
  1 Hide of Zariel. Can be crafted into a 
  set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to cold and ﬁ re damage.
  • 
  1d4 Infernal Javelins. This functions as a 
  javelin of lightning (DMG p. 178) except 
  it deals ﬁ re damage instead of lightning 
  damage. 
  • 
  1d10 Nails of Zariel. 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. 
  • 
  2d12 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.  
  • 
  3d6 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 ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates. 
  DROW
  DROW ARACHNOMANCER
  • 
  1 Broken Studded Leather Armor (size 
  Medium).
  • 
  1d6 Vials of Basic Poison. 
  DROW FAVORED CONSORT
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Scimitar. 
  • 
  4d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake. 
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, gust of wind, misty 
  step, shatter.
  DROW HOUSE CAPTAIN
  • 
  1 Broken Chain Mail (size Medium). 
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Scimitar.
  • 
  1 Broken Whip. 
  • 
  2d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake. 
  DROW INQUISITOR
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Death Lance. Functions as a martial 
  weapon that deals 1d6 piercing damage 
  plus 1d8 necrotic damage on a hit. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  
  30
  is takes. This reduction lasts until the 
  target ﬁ nishes a long rest. The target 
  dies it its hit point maximum is reduced 
  to 0. 
  DROW MATRON MOTHER
  • 
  1 Broken Half Plate Armor (size 
  Medium). 
  • 
  1 Demon Staﬀ . Requires attunement 
  by a creature with an evil alignment. 
  Functions as a martial weapon that 
  deals 1d6 bludgeoning damage, or 1d8 
  bludgeoning damage if used with two 
  hands, plus 2d6 psychic damage. In 
  addition, if hit the target must succeed 
  on a DC 19 Wisdom saving throw or 
  become frightened of you for one minute. 
  The frightened target can repeat the 
  saving throw at the end of each of its 
  turns, ending the eﬀ ect on itself on a 
  success. 
  DROW SHADOWBLADE
  • 
  1 Broken Studded Leather Armor (size 
  Medium). 
  • 
  1 Broken Hand Crossbow.
  • 
  3d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake. 
  • 
  1 Shadow Sword. Requires attunement. 
  This functions as a shortsword that deals 
  an additional 1d6 necrotic damage plus 
  1d6 poison damage on a hit. When you 
  hit a target with this weapon, you can 
  ﬁ ll an unoccupied 5-foot cube within 5 
  feet of the target with magical darkness, 
  which remains for one minute.
  DUERGAR
  DUERGAR DESPOT
  • 
  2d4 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce.
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  • 
  2d6 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 ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates. 
  DUERGAR HAMMERER
  • 
  1d4 Duergar Hammerer Claws. Can be 
  crafted into a shortsword (10 gp, 2 days). 
  • 
  1 Duergar Hammerer Shell. Can be 
  crafted into a set of plate armor (1500 
  gp, 4 days). 
  • 
  1 Hammer. Functions as a martial 
  weapon that deals 2d6 bludgeoning 
  damage. 
  DUERGAR KAVALRACHNI
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Scale Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1 Broken War Pick.
  • 
  3d6 Crossbow Ammunition. 
  • 
  1d4 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  
  31
  DUERGAR MIND MASTER
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Mind-Poison Dagger. Requires 
  attunement. Functions as a dagger that 
  deals an additional 1d6 psychic damage. 
  • 
  1d6 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  DUERGAR SCREAMER 
  • 
  1 Duergar Screamer Drill. Functions 
  as a martial weapon that deals 1d12 
  piercing damage. 
  • 
  1 Duergar Screamer Shell. Can be 
  crafted into a set of plate armor (1500 
  gp, 4 days). 
  DUERGAR SOULBLADE
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1d4 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  DUERGAR STONE GUARD
  • 
  1 Broken Chain Mail (size Medium). 
  • 
  1 Broken Shield. 
  • 
  1d6 Javelins. 
  • 
  1 King’s Knife. Functions as a 
  shortsword which deals 2d6 piercing 
  damage when it’s enlarged. 
  • 
  1d6 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  DUERGAR WARLORD
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield. 
  • 
  1d6 Javelins. 
  • 
  1 Psychic-Attuned Hammer. Requires 
  attunement. Functions as a martial 
  melee weapon that deals 1d10 
  bludgeoning damage plus 1d10 psychic 
  damage. 
  • 
  1d8 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage.
  DUERGAR XARRORN
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1d4 Vials of Duergar Blood. Can be used 
  as an additional material component 
  when casting the spell enlarge/reduce. 
  When using the spell to enlarge a 
  creature, the creature deals an additional 
  1d8 damage with its enlarged weapons 
  instead of the written 1d4 damage. 
  • 
  2d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates. 
  
  32
  EIDOLON
  • 
  3d6 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  1d3 Spirit Cloths. Can be crafted into a 
  bag of holding (DMG p. 153) (200 gp, 14 
  days). 
  • 
  3d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  SACRED STATUE
  • 
  1 Ounce of Phantom Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 13 
  Wisdom saving throw or be frightened 
  of you for one minute for one minute on 
  a failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  ELADRIN
  AUTUMN ELADRIN
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword.
  • 
  2d10 Locks of Autumn Eladrin Hair. 
  Over the course of one minute, you can 
  weave this lock into your own hair. For 
  the next 10 minutes, any non-eladrin 
  creature that starts its turn within 
  60 feet of you must make a DC 16 
  Wisdom saving throw. On a failed save, 
  the creature becomes charmed by you 
  for one minute. On a successful save, 
  the creature becomes immune to the 
  enchanting qualities of eladrin locks for 
  24 hours. Whenever you deal damage to 
  the charmed creature, the creature can 
  repeat the saving throw, ending the eﬀ ect 
  on itself on a success. 
  • 
  2d8 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. 
  • 
  2d8 Vials of Eladrin Blood. When 
  consumed, you can use a bonus action 
  within the next minute to teleport up to 
  30 feet to an unoccupied space you can 
  see. 
  SPRING ELADRIN
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword.
  • 
  2d10 Locks of Spring Eladrin Hair. Over 
  the course of one minute, you can weave 
  this lock into your own hair. For the next 
  10 minutes, any non-eladrin creature that 
  starts its turn within 60 feet of you must 
  make a DC 16 Wisdom saving throw. 
  On a failed save, the creature becomes 
  charmed by you for one minute. On a 
  successful save, the creature becomes 
  immune to the enchanting qualities of 
  eladrin locks for 24 hours. Whenever you 
  deal damage to the charmed creature, 
  _____________________________
  SECTION E
  _____________________________
  
  33
  the creature can repeat the saving throw, 
  ending the eﬀ ect on itself on a success. 
  • 
  2d8 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. 
  • 
  2d8 Vials of Eladrin Blood. When 
  consumed, you can use a bonus action 
  within the next minute to teleport up to 
  30 feet to an unoccupied space you can 
  see. 
  SUMMER ELADRIN
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword.
  • 
  2d10 Locks of Summer Eladrin Hair. 
  Over the course of one minute, you can 
  weave this lock into your own hair. For 
  the next 10 minutes, any non-eladrin 
  creature that starts its turn within 60 
  feet of you must make a DC 16 Wisdom 
  saving throw. On a failed save, the 
  creature becomes frightened by you 
  for one minute. A creature can repeat 
  the saving throw at the end of each 
  of its turns, ending the eﬀ ect on itself 
  on a success. On a successful save, 
  the creature becomes immune to the 
  enchanting qualities of eladrin locks for 
  24 hours. 
  • 
  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. 
  • 
  2d8 Vials of Eladrin Blood. When 
  consumed, you can use a bonus action 
  within the next minute to teleport up to 
  30 feet to an unoccupied space you can 
  see. 
  WINTER ELADRIN
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword.
  • 
  2d10 Locks of Winter Eladrin Hair. 
  Over the course of one minute, you can 
  weave this lock into your own hair. For 
  the next 10 minutes, any non-eladrin 
  creature that starts its turn within 60 
  feet of you must make a DC 16 Wisdom 
  saving throw. On a failed save, the 
  creature becomes charmed by you for 
  one minute. While charmed in this way, 
  the creature has disadvantage on ability 
  checks and saving throws. The creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success. On a successful save, 
  the creature becomes immune to the 
  enchanting qualities of eladrin locks for 
  24 hours. Whenever you deal damage to 
  the charmed creature, the creature can 
  repeat the saving throw, ending the eﬀ ect 
  on itself on a success. 
  • 
  2d8 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. 
  • 
  2d8 Vials of Eladrin Blood. When 
  consumed, you can use a bonus action 
  within the next minute to teleport up to 
  30 feet to an unoccupied space you can 
  see. 
  ELDER ELEMENTALS
  LEVIATHAN
  • 
  5d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  
  34
  • 
  6d6 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are suﬀ ering from either 
  the blinded, deafened, paralyzed, or the 
  poisoned condition, you can choose one 
  of these conditions and end its eﬀ ects on 
  you. Alternatively, the essence can also 
  remove one disease that is aﬄ  icting you. 
  • 
  4d6 Vials of Leviathan Gel. Can be used 
  as an additional material component 
  when casting spells that deal cold 
  damage. When used in this way, you deal 
  an additional 2d8 cold damage when you 
  cast the spell.  
  PHOENIX
  • 
  5d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d6 Phoenix Talons. Can be crafted into 
  a shortsword or a longsword (175 gp, 
  10 days). On a hit, this weapon deals an 
  additional 1d8 ﬁ re damage. 
  • 
  6d6 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 ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates. 
  ELDER TEMPEST
  • 
  5d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  6d6 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.  
  • 
  4d6 Vials of Elder Tempest Cloud Matter. 
  Can be used as an additional material 
  component when casting spells that deal 
  lightning damage. When used in this 
  way, you deal an additional 2d8 lightning 
  damage when you cast the spell.  
  ZARATAN
  • 
  6d6 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidiﬁ es. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 1d6 
  bludgeoning damage, and the weapon 
  deals double damage to objects and 
  structures. 
  • 
  5d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  4d6 Vials of Zaratan Soil. Can be used 
  as an additional material component 
  when casting spells that deal lightning 
  damage. When used in this way, you 
  deal an additional 2d8 lightning damage 
  when you cast the spell.  
  ELEMENTAL MYRMIDONS
  AIR ELEMENTAL MYRMIDON 
  • 
  1 Myrmidon Plate Armor. While wearing 
  this set of magical armor, you are 
  immune to the paralyzed and petriﬁ ed 
  conditions. 
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  2d8 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.  
  
  35
  EARTH ELEMENTAL MYRMIDON
  • 
  2d8 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidiﬁ es. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 1d6 
  bludgeoning damage, and the weapon 
  deals double damage to objects and 
  structures. 
  • 
  1 Myrmidon Plate Armor. While wearing 
  this set of magical armor, you are 
  immune to the paralyzed and petriﬁ ed 
  conditions. 
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  FIRE ELEMENTAL MYRMIDON
  • 
  1 Myrmidon Plate Armor. While wearing 
  this set of magical armor, you are 
  immune to the paralyzed and petriﬁ ed 
  conditions. 
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  2d8 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 ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates. 
  WATER ELEMENTAL MYRMIDON
  • 
  1 Myrmidon Plate Armor. While wearing 
  this set of magical armor, you are 
  immune to the paralyzed and petriﬁ ed 
  conditions. 
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  2d8 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are suﬀ ering from either 
  the blinded, deafened, paralyzed, or the 
  poisoned condition, you can choose one 
  of these conditions and end its eﬀ ects on 
  you. Alternatively, the essence can also 
  remove one disease that is aﬄ  icting you. 
  _____________________________
  SECTION G
  _____________________________
  GIFF
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Musket. Functions as a 
  martial ranged weapon that deals 1d12 
  piercing damage on a hit. It has a range 
  of 40/120. This weapon has the two 
  handed property. 
  • 
  1 Broken Pistol. Functions as a martial 
  ranged weapon that deals 1d10 piercing 
  damage on a hit. It has a range of 30/90. 
  • 
  1 Fragmentation Grenade. As an action, 
  you can throw this grenade up to 60 feet 
  away where it will explore. Each creature 
  within 20 feet of the grenade’s detonation 
  must make a DC 15 Dexterity saving 
  
  36
  throw, taking 5d6 piercing damage on a 
  failed save, or half as much damage on a 
  successful one. 
  • 
  2d6 Musket Ammunition. 
  • 
  2d6 Pistol Ammunition.
   GITH
  GITHYANKI GISH
  • 
  1 Broken Half Plate Armor (size 
  Medium). 
  • 
  1 Broken Longsword. 
  • 
  1 Githyanki Power Bead. Requires 
  attunement. When attached to a weapon, 
  the weapon becomes magical and it 
  deals an additional 1d6 psychic damage 
  on a hit. 
  GITHYANKI KITH’RAK
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Broken Greatsword. 
  • 
  1 Githyanki Power Bead. Requires 
  attunement. When attached to a weapon, 
  the weapon becomes magical and it 
  deals an additional 1d6 psychic damage 
  on a hit. 
  GITHYANKI SUPREME COMMANDER
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Silver Greatsword. This weapon is 
  magical. On a critical hit against a target 
  in an astral body (as if with the astral 
  projection spell), you can cut the silvery 
  cord that tethers the target to its material 
  body, instead of dealing damage. 
  • 
  1 Githyanki Power Bead. Requires 
  attunement. When attached to a weapon, 
  the weapon becomes magical and it 
  deals an additional 1d6 psychic damage 
  on a hit. 
  GITHZERAI ANARCH
  • 
  1 Set of Githzerai Robes (size Medium). 
  When worn and you are wearing no 
  other armor, you gain a +1 bonus to your 
  armor class. 
  GITHZERAI ENLIGHTENED
  • 
  1 Set of Githzerai Robes (size Medium). 
  When worn and you are wearing no 
  other armor, you gain a +1 bonus to your 
  armor class. 
  GRAY RENDER
  • 
  1 Gray Render Brain. When consumed, 
  you must succeed on a DC 16 Wisdom 
  saving throw. On a failed save, you 
  become bonded with the creature who 
  prepared the brain for consumption. 
  While bonded, you consider the creature 
  your master in all things and obey them 
  to the best of your ability, even if it means 
  putting yourself in danger. You have 
  trouble straying from your master’s side 
  for longer periods and always try to stay 
  near them. At the end of every 30 days, 
  you can repeat the saving throw. If you 
  succeed on the save, you end the eﬀ ect 
  on yourself.  
  • 
  1d4 Gray Render Canines. Can be 
  crafted into a dagger (20 gp, 3 days). 
  This dagger deals 1d6 piercing damage 
  instead of the normal 1d4 piercing 
  damage. 
  • 
  1d6 Gray Render Eyes. When consumed, 
  you gain darkvision out to a range of 60 
  feet for one hour.
  • 
  2d6 Rations.
  
  37
  HOWLER
  • 
  1 Howler Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage.
  • 
  2d6 Howler 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 damage, plus 
  2d10 psychic damage if the target is 
  frightened. Attacks made with this 
  ammunition ignores damage resistances. 
  After the ammunition has been ﬁ red, it 
  loses these properties. 
  • 
  1 Set of Howler Vocal Cords. Can be 
  crafted into a horn of howling (1000 gp, 
  30 days). Once per day, you can use an 
  action to blow into this horn and emit 
  a keening howl in a 60-foot cone. Each 
  creature in that area that isn’t deafened 
  must succeed on a DC 16 Wisdom 
  saving throw or be frightened of you 
  until the end of your next turn. While 
  a creature is frightened in this way, its 
  speed is halves, and it is incapacitated. A 
  target that successfully saves is immune 
  to the eﬀ ects of a horn of howling for the 
  next 24 hours.
  _____________________________
  SECTION H
  _____________________________
  _____________________________
  SECTION K
  _____________________________
  KRUTHIKS
  YOUNG KRUTHIK
  • 
  1d4 Rations.
  • 
  1d2 Small Kruthik Legs. Can be crafted 
  into a dagger (2 gp, 1 day).
  ADULT KRUTHIK
  • 
  1 Kruthik Hide. Can be crafted into a set 
  of heavy armor (1600 gp, 15 days). While 
  wearing this armor, you have a burrow 
  speed of 20 feet. 
  • 
  1d4 Kruthik Legs. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  1d6 Rations.
  KRUTHIK HIVE LORD
  • 
  1 Kruthik Hide. Can be crafted into a set 
  of heavy armor (1600 gp, 15 days). While 
  wearing this armor, you have a burrow 
  speed of 20 feet. 
  • 
  1d4 Kruthik Legs. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d6 Rations. 
  • 
  1d6 Vials of Acid. 
  
  38
  MARUT
  • 
  1 Marut Control Core. As an action, you 
  can throw this core up to 30 feet away 
  where it will burst in a bright explosion. 
  Each creature within 30 feet of where 
  the core landed takes 45 radiant damage. 
  Each creature that takes damage must 
  succeed on a DC 20 Wisdom saving 
  throw or be stunned until the end of your 
  next turn. The core is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not.
  • 
  1 Marut Shell. Can be crafted into a 
  set of plate armor (2000 gp, 16 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to thunder 
  damage. 
  • 
  2d12 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result. 
  • 
  4d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour. 
  MEAZEL
  • 
  1 Broken Shortsword. 
  • 
  1 Garrote. Functions as a martial melee 
  weapon that deals 1d6 bludgeoning 
  damage on a hit. On a hit, the target 
  is grappled (escape DC 13 with 
  disadvantage). Until the grapple ends, 
  the target takes 1d6 bludgeoning 
  damage at the start of each of your turns. 
  You can’t make weapon attacks while 
  grappling a creature in this way. The 
  weapon as the two handed property. 
  _____________________________
  SECTION M
  _____________________________
  _____________________________
  SECTION N
  _____________________________
  NAGPA
  • 
  1 Arcane Focus. 
  • 
  1 Broken Quarterstaﬀ . 
  • 
  1 Spellbook. It has in it the following 
  spells: detect magic, disintegrate, ﬁ reball, 
  hold person.
  NIGHTWALKER
  • 
  1d6 Nightwalker Fingers. Can be crafted 
  into a staﬀ  of doom (1500 gp, 40 days). 
  Requires attunement. This staﬀ  has 4 
  charges and it recharges any expended 
  charges each day at dawn. As an action, 
  you can target a creature you can see 
  within 300 feet of you and force it to 
  make a DC 21 Wisdom saving throw. On 
  a failed save, the creature takes 4d12 
  necrotic damage and becomes frightened 
  until the end of your next turn. While 
  frightened in this way, the creature is 
  also paralyzed. On a successful save, 
  the creature takes no damage, is not 
  frightened, and is immune to the eﬀ ects 
  of the staﬀ  of doom for 24 hours. 
  • 
  1 Nightwalker Skull. Can be crafted 
  into a helm of the nightwalker (2000 gp, 
  60 days). Requires attunement. While 
  wearing this helmet, you can activate 
  its annihilating aura as an action. This 
  aura lasts for one minute. While active, 
  any creature that starts its turn within 
  
  39
  30 feet of your must succeed on a DC 
  21 Constitution saving throw or take 
  4d6 necrotic damage and grant you 
  advantage on attack rolls against it until 
  the start of the creature’s next turn. 
  Undead are immune to this aura. 
  • 
  2d10 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  2d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  4d6 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 aﬀ ected by the darkness
  spell for one minute. When consumed, 
  you have advantage on Dexterity 
  (Stealth) checks made while in dim light 
  or darkness. 
  _____________________________
  SECTION O
  _____________________________
  OBLEX
  OBLEX SPAWN
  • 
  1 Vial of Ooze Essence. Can be used as 
  an additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell. 
  • 
  1d2 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial as 
  an improvised weapon. On a hit, the vial 
  shatters and covers the creature with 
  goop. For the next minute, the creature 
  takes 1d8 acid damage at the start of 
  each of its turns. The creature can use 
  an action to scrape the goop oﬀ , ending 
  the eﬀ ect early. 
  ADULT OBLEX
  • 
  1d6 Vials of Oblex Memory Gel. When 
  consumed, you gain one of the following 
  beneﬁ ts for one hour:
  1. Memories of Skill. You have 
  proﬁ ciency in a random skill. 
  2. Memories of Speech. You can speak, 
  read, and write a random language.
  • 
  1d10 Vials of Ooze Essence. Can 
  be used as an additional material 
  component when casting spells that deal 
  acid damage. When used in this way, 
  you deal an additional 1d6 acid damage 
  when you cast the spell. 
  • 
  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 eﬀ ect early. 
  ELDER OBLEX
  • 
  2d8 Vials of Oblex Memory Gel. When 
  consumed, you gain one of the following 
  beneﬁ ts for one hour:
  1. Memories of Skill. You have 
  proﬁ ciency in a random skill. 
  
  40
  2. Memories of Speech. You can speak, 
  read, and write a random language.
  • 
  2d10 Vials of Ooze Essence. Can 
  be used as an additional material 
  component when casting spells that deal 
  acid damage. When used in this way, 
  you deal an additional 1d6 acid damage 
  when you cast the spell. 
  • 
  2d12 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 eﬀ ect early. 
  OGRES
  OGRE BATTERING RAM
  • 
  1 Bashing Ram. Functions as a 
  martial melee weapon that deals 2d8 
  bludgeoning damage on a hit. You must 
  have a Strength score of 20 to wield 
  this weapon. This weapon has the two 
  handed property. 
  • 
  1 Broken Ring Mail (size Large). 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  OGRE BOLT LAUNCHER
  • 
  1 Broken Hide Armor (size Large). 
  • 
  1 Bolt Launcher. Functions as a martial 
  ranged weapon that deals 2d8 piercing 
  damage on a hit. It has a range of 
  120/480. You must have a Strength score 
  of 20 to wield this weapon. This weapon 
  has the two handed property. 
  OGRE CHAIN BRUTE
  • 
  1 Broken Hide Armor (size Large). 
  • 
  1d4 Chains. Functions as a melee 
  martial weapon that deals 1d10 
  bludgeoning damage. This weapon as 
  the reach property. 
  OGRE HOWDAH
  • 
  1 Broken Breastplate (size Large). 
  • 
  1 Broken Mace. 
  _____________________________
  SECTION R
  _____________________________
  RETRIEVER
  • 
  1d6 Retriever Eyes. When consumed, 
  you gain blindsight out to a range of 30 
  feet for one hour. 
  • 
  1d2 Retriever Forelegs. Can be crafted 
  into a shortsword (175 gp, 4 days). This 
  weapon deals an additional 1d8 damage 
  on a hit. 
  • 
  1d4 Retriever Tracker Components.  
  Can be used as an additional material 
  component when casting the spells 
  locate animals and plants, locate object, 
  or locate creature. When used in this 
  way, you don’t expel a spellslot when 
  casting the spell. 
  • 
  1 Retriever Shell. Can be crafted into a 
  set of plate armor (1500 gp, 4 days) or a 
  set of half plate armor (750 gp, 3 days).
  • 
  1d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  • 
  2d8 Vials of Beam Coolant. Can be used 
  as an additional material component 
  when casting spells that deal force 
  damage. When used in this way, you deal 
  an additional 1d10 force damage when 
  you cast the spell. 
  
  41
  SALAMANDER, FROST
  • 
  1 Frost Salamander Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). Requires attunement. While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d10 Frost Salamander Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 cold damage. After 
  the ammunition has been ﬁ red, it loses 
  this property. 
  • 
  2d6 Vials of Frost Essence Shards. 
  Can be used as an additional material 
  component when casting spells that deal 
  cold damage. When used in this way, 
  you deal an additional 1d6 cold damage 
  when you cast the spell. 
  SHADAR-KAI
  GLOOM WEAVER
  • 
  1 Component Pouch. 
  • 
  1d2 Shadow Spears. This functions 
  as a spear that deals an additional 1d6 
  necrotic damage on a hit.
  SHADOW DANCER
  • 
  1 Broken Studded Leather Armor (size 
  Medium). 
  • 
  1 Spiked Chain. Requires attunement. 
  Functions as a martial melee weapon 
  that deals 2d6 piercing damage on a hit. 
  The weapon has the reach property. On 
  a hit, the target must succeed on a DC 
  14 Dexterity saving throw or suﬀ er one 
  additional eﬀ ect of your choice:
  • 
  The target is grappled (escape DC 
  14) if it is a Medium or smaller 
  creature. Until the grapple ends, the 
  target is restrained, and you can’t 
  grapple another target. 
  • 
  The target is knocked prone. 
  • 
  The target takes 1d10 necrotic 
  damage. 
  SOUL MONGER
  • 
  1 Broken Studded Leather Armor (size 
  Medium). 
  • 
  1 Phantasmal Dagger. Requires 
  attunement. This functions as a dagger 
  that deals an additional 1d12 necrotic 
  damage on a hit. On a hit, the target has 
  disadvantage on saving throws until the 
  start of your next turn. 
  SKULK
  • 
  1d2 Skulk Claws. Can be crafted into 
  a dagger (120 gp, 9 days). On a hit, you 
  deal an additional 1d6 necrotic damage 
  with this weapon. 
  SKULL LORD
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Bone Staﬀ . Requires attunement. 
  Functions as a martial melee weapon 
  that deals 1d8 bludgeoning damage plus 
  2d6 necrotic damage on a hit. 
  • 
  1 Decayed Skull Lord Heart. As an 
  action, you can crush this heart and 
  summon a group of undead to your side. 
  Up to ﬁ ve skeletons or zombies appear 
  in unoccupied spaces within 30 feet of 
  you and remain until destroyed. Undead 
  summoned in this way act as allies to 
  you, roll their own initiative, and act in 
  the next available turn. 
  • 
  3d12 Skull Lord Bones. Can be used 
  as an additional material component 
  _____________________________
  SECTION S
  _____________________________
  
  42
  when casting spells that deal necrotic 
  damage. When used in this way, you deal 
  an additional 1d6 necrotic damage when 
  you cast the spell. 
  • 
  1d2 Skull Lord Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the ray of frost cantrip, 
  but only when you are holding onto the 
  hand. Charisma is your spellcasting 
  ability for the cantrip.
  • 
  1d3 Skull Lord Skulls. Any undead 
  within 30 feet of the skull makes saving 
  throws with advantage and the undead 
  regains 1d6 hit points whenever it starts 
  its turn in that area. 
  SORROWSWORN
  THE ANGRY
  • 
  1d2 Angry Sorrowsworn Hook. Can 
  be crafted into a hook (30 gp, 2 days). 
  Functions as a martial melee weapon 
  that deals 1d12 piercing damage on a 
  hit. 
  • 
  1 Angry Sorrowsworn Heart. When 
  consumed, you a rising anger builds in 
  your chest and remains for one hour. 
  During this time, if another creature 
  deals damage to you, your attack rolls 
  have advantage until the end of your next 
  turn, and the ﬁ rst time you hit a target 
  with a melee attack roll on your next 
  turn, the attack’s target takes an extra 
  1d12 psychic damage. 
  • 
  1d6 Rations. 
  • 
  2d8 Vials of Sorrowsworn Blood. 
  When consumed, you gain resistance 
  to bludgeoning, piercing, and slashing 
  damage while in dim light or darkness 
  for one hour. 
  THE HUNGRY
  • 
  1d6 Rations. 
  • 
  1 Hungry Sorrowsworn Heart. When 
  consumed, you a hunger builds in your 
  chest and remains for one hour. During 
  this time, if a creature you can see 
  regains hit points, you have advantage 
  on attack rolls until the end of your next 
  turn. 
  • 
  2d10 Hungry Sorrowsworn 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 2d8 necrotic damage. 
  After the ammunition has been ﬁ red, it 
  loses this property. 
  • 
  2d6 Vials of Sorrowsworn Blood. 
  When consumed, you gain resistance 
  to bludgeoning, piercing, and slashing 
  damage while in dim light or darkness 
  for one hour. 
  THE LONELY
  • 
  1d6 Rations. 
  • 
  1d2 Lonely Sorrowsworn Harpoon 
  Arms. As an action, you can point this 
  arm at a creature within 60 feet of you 
  and hit the side of arm, launching its 
  still-attached point towards the creature. 
  Make an attack roll against the creature, 
  treating the arm as an improvised 
  weapon. On a hit, the creature takes 
  4d8 piercing damage and it is grappled 
  (escape DC 15) if it is Large or smaller. If 
  not assisted, it takes one minute for the 
  point to reattach to the arm. 
  • 
  1 Lonely Sorrowsworn Heart. When 
  consumed, you a sense of longing builds 
  in your chest and remains for one hour. 
  During this time, you have advantage 
  on attack rolls while you are within 
  30 feet of at least two other creatures. 
  Otherwise, you have disadvantage on 
  attack rolls. 
  • 
  1d10 Vials of Sorrowsworn Blood. 
  When consumed, you gain resistance 
  to bludgeoning, piercing, and slashing 
  damage while in dim light or darkness 
  for one hour. 
  
  43
  THE LOST
  • 
  1d6 Rations. 
  • 
  1d6 Lost Sorrowsworn Arm Spikes. Can 
  be crafted into a shortsword (10 gp, 2 
  days). 
  • 
  1d10 Vials of Sorrowsworn Blood. 
  When consumed, you gain resistance 
  to bludgeoning, piercing, and slashing 
  damage while in dim light or darkness 
  for one hour. 
  THE WRETCHED
  • 
  1d4 Rations. 
  • 
  1 Vial of Sorrowsworn Blood. When 
  consumed, you gain resistance to 
  bludgeoning, piercing, and slashing 
  damage while in dim light or darkness 
  for one hour. 
  STAR SPAWN
  STAR SPAWN GRUE
  • 
  1d6 Star Spawn Grue Teeth. One tooth 
  can be used as the tip on an arrow or 
  a crossbow bolt. If a creature is hit by 
  a ranged attack that use ammunition 
  made from these teeth, it must succeed 
  on a DC 10 Wisdom saving throw or 
  attack rolls against it have advantage 
  until the start of your next turn. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  STAR SPAWN HULK
  • 
  5d10 Vials of Star Spawn Mind Fluid. 
  Can be used as an additional material 
  component when casting spells that 
  deal psychic damage. When used in this 
  way, you deal an additional 1d6 psychic 
  damage when you cast the spell. 
  STAR SPAWN LARVA MAGE
  • 
  1 Larva Mage Staﬀ . This staﬀ  has 3 
  charges which recharge every day at 
  dawn. You can expend 1 charge to cast 
  the spell dominate monster, or you can 
  expend 3 charges to cast the spell circle 
  of death. The spell save DC for spells 
  cast through this staﬀ  is 16. 
  • 
  3d6 Vials of Star Spawn Plague Worms. 
  Can be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you deal an additional 3d8 necrotic 
  damage when you cast the spell. 
  STAR SPAWN MANGLER 
  • 
  1d8 Star Spawn Mangler Claws. Can be 
  crafted into a dagger (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 psychic 
  damage with this weapon. 
  • 
  2d6 Vials of Star Spawn Mind Fluid. 
  Can be used as an additional material 
  component when casting spells that 
  deal psychic damage. When used in this 
  way, you deal an additional 1d6 psychic 
  damage when you cast the spell. 
  • 
  1d6 Vials of Star Spawn Blood. When 
  consumed, you gain resistance to cold 
  and psychic damage for one hour.
  STAR SPAWN SEER
  • 
  1 Comet Staﬀ . Requires attunement. 
  Functions as a martial melee weapon 
  that deals 1d6 bludgeoning damage, 
  or 1d8 bludgeoning damage if used 
  with two hands, plus 1d8 psychic 
  damage. The ﬁ rst time a target is hit 
  by this weapon, it must succeed on a 
  DC 19 Constitution saving throw or be 
  incapacitated until the end of its next 
  turn. 
  • 
  3d6 Vials of Star Spawn Mind Fluid. 
  Can be used as an additional material 
  component when casting spells that 
  deal psychic damage. When used in this 
  way, you deal an additional 1d6 psychic 
  damage when you cast the spell. 
  • 
  2d6 Vials of Star Spawn Blood. When 
  consumed, you gain resistance to cold 
  and psychic damage for one hour.
  
  44
  STEEDERS
  FEMALE STEEDER
  • 
  2d6 Rations.
  • 
  1d8 Steeder Legs. Two steeder legs can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 gp, 14 
  days).
  • 
  1d8 Vials of Steeder Goo. As an action, 
  you can rub this goo on your hands and 
  feet. For one minute, you can climb 
  diﬃ  cult surfaces, including upside down 
  on ceilings, without needing to make an 
  ability check. 
  MALE STEEDER
  • 
  1d6 Rations. 
  • 
  1d6 Steeder Legs. Two steeder legs can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 gp, 14 
  days).
  • 
  1 Vial of Steeder Goo. As an action, you 
  can rub this goo on your hands and feet. 
  For one minute, you can climb diﬃ  cult 
  surfaces, including upside down on 
  ceilings, without needing to make an 
  ability check. 
  STEEL PREDATOR
  • 
  4d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1 Steel Predator Hide. Can be crafted 
  into a set of heavy armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, lightnin, and 
  necrotic damage. 
  • 
  1 Steel Predator Roar Component. As 
  an action, you can strike the side of 
  this steel component and activate the 
  contained charge inside. Each creature 
  within 30 feet of the component must 
  make a DC 19 Constitution saving throw. 
  On a failed save, a creature takes 5d10 
  thunder damage, drops everything it’s 
  holding, and is stunned for one minute. 
  On a successful save, a creature takes 
  half as much damage. The stunned 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on itself on a success. Once the 
  component has been used in this way, it 
  stops functioning. 
  • 
  2d10 Steel Predator 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 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  STONE CURSED
  • 
  1d8 Ounces of Cursed Stone Dust. As 
  an action, you can blow this dust into 
  the face of a creature standing within 5 
  feet of you. The creature must succeed 
  on a DC 12 Constitution saving throw, 
  or it begins to turn into stone and is 
  restrained until the end of its next turn, 
  when it must repeat the saving throw. 
  The eﬀ ect ends if the second save is 
  successful; otherwise the target is 
  petriﬁ ed for 24 hours. 
  SWORD WRAITH
  SWORD WRAITH COMMANDER
  • 
  2d6 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  1 Spirit Cloth. Can be crafted into a bag 
  of holding (DMG p. 153) (200 gp, 14 
  days). 
  • 
  1d2 Sword Wraith Eyes. When 
  consumed, you become imbued with 
  martial fury. For one minute, as a bonus 
  action, you can make one weapon attack, 
  
  45
  which deals an extra 2d8 necrotic 
  damage on a hit. If it does so, attack rolls 
  against it have advantage until the start 
  of its next turn. 
  • 
  1d10 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  SWORD WRAITH WARRIOR
  • 
  1d8 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  1d2 Sword Wraith Eyes. When 
  consumed, you become imbued with 
  martial fury. For one minute, as a bonus 
  action, you can make one weapon attack, 
  which deals an extra 2d8 necrotic 
  damage on a hit. If it does so, attack rolls 
  against it have advantage until the start 
  of its next turn. 
  • 
  1d8 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  • 
  1d2 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 aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  _____________________________
  SECTION T
  _____________________________
  TORTLES
  TORTLE
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Quarterstaﬀ .
  • 
  2d6 Crossbow Bolts. 
  TORTLE DRUID
  • 
  1 Broken Quarterstaﬀ . 
  • 
  1 Druidic Focus. 
  TROLLS
  DIRE TROLL
  • 
  2d12 Dire Troll Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d10 poison damage. After 
  the ammunition has been ﬁ red, it loses 
  this property. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1d8 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  3d6 Vials of Troll Blood. When 
  consumed, you regain 1d4 hit points at 
  the end of each of your turns for the next 
  minute. 
  ROT TROLL
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  2d6 Rot Troll Teeth. One tooth can 
  be used as the tip on an arrow or a 
  
  46
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 2d10 necrotic damage. 
  After the ammunition has been ﬁ red, it 
  loses this property. 
  • 
  1d4 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d6 Vials of Rancid Troll 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 such a weapon takes an additional 
  2d10 necrotic damage. Once applied, the 
  blood retains its potency for one minute 
  before drying. 
  SPIRIT TROLL
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  2d6 Spirit Troll Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. A creature that is hit by a 
  ranged attack that use ammunition made 
  from these teeth, takes an additional 
  1d10 psychic damage and must succeed 
  on a DC 15 Wisdom saving throw or be 
  stunned for one minute. The stunned 
  target can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on itself on a success. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1d4 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d6 Vials of Troll Blood. When 
  consumed, you regain 1d4 hit points at 
  the end of each of your turns for the next 
  minute. 
  VENOM TROLL
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1d4 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days). 
  • 
  2d10 Venom Troll 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 1d8 poison damage, 
  and the creature that was hit by the 
  ammunition is also poisoned until 
  the start of your next turn. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  2d6 Vials of Troll Blood. When 
  consumed, you regain 1d4 hit points at 
  the end of each of your turns for the next 
  minute. 
  _____________________________
  SECTION V
  _____________________________
  VAMPIRIC MIST
  • 
  1d10 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute on a 
  failed save. A frightened creature can 
  repeat the saving throw at the end of 
  each of its turns, ending the eﬀ ect on a 
  success. 
  • 
  1d6 Ounces of Vampire Dust. When 
  consumed, you turn into a cloud of mist 
  as if subjected to the gaseous form spell. 
  This eﬀ ect lasts for one hour. 
  • 
  1d8 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  
  47
  YUGOLOTHS
  CANOLOTH
  • 
  1 Canoloth Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  2d12 Canoloth 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 damage. After the 
  ammunition has been ﬁ red, it loses this 
  property. 
  • 
  1 Canoloth Tongue. Can be crafted into a 
  whip (150 gp, 10 days). When attacking 
  with this weapon, you can try to grapple 
  a creature you’re ﬁ ghting. On a hit, you 
  can choose to forgo doing damage and 
  instead grapple the creature (escape 
  DC 15) if it is Medium or smaller. The 
  grappled creature can use its action on 
  its turn to attempt to free itself from the 
  grapple. Until this grapple ends, you can’t 
  use this weapon on another target.  
  • 
  1d4 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  DHERGOLOTH
  • 
  1 Dhergoloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1d8 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d6 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  HYDROLOTH
  • 
  1 Hydroloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1d8 Vials of Hydroloth Saliva. When 
  consumed, you become immune 
  to the eﬀ ects of the River Styx for 
  one hour. During that time, you also 
  have advantage on attack rolls while 
  submerged in liquid. 
  • 
  1d8 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  _____________________________
  SECTION Y
  _____________________________
  
  48
  • 
  1d6 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  MERRENOLOTH
  • 
  1 Merrenoloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1 Oar. Functions as magic martial melee 
  weapon that deals 2d4 slashing damage 
  on a hit. 
  • 
  1d4 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d2 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  OINOLOTH
  • 
  1 Oinoloth Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1d4 Oinoloth Claws. Can be crafted into 
  a shortsword (200 gp, 11 days). On a 
  hit, you deal an additional 1d10 necrotic 
  damage with this weapon. 
  • 
  1d8 Vials of Corrupted Healing Extract. 
  When consumed, you regain all lost hit 
  points. In addition, you can also end one 
  disease that is aﬀ ecting you or remove 
  one of the following conditions: blinded, 
  deafened, paralyzed, or poisoned. When 
  consumed, you also gain one level of 
  exhaustion, and your hit point maximum 
  is reduced by 2d6. This reduction can be 
  removed only by a wish spell or by having 
  greater restoration cast on you three 
  times within the same hour. You die if 
  your hit point maximum is reduced to 0. 
  • 
  1d10 Vials of Yugoloth Muk. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d8 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  YAGNOLOTH
  • 
  1d10 Vials of Yugoloth Muk. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  • 
  1d8 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour. 
  
  49
  • 
  1d5 Yagnaloth Fingers. Can be used as 
  an additional material component when 
  casting spells that deal lightning damage. 
  When used in this way, you deal an 
  additional 4d8 lightning damage when 
  you cast the spell. 
  • 
  1 Yagnoloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor grants 
  resistance to cold, ﬁ re, and lightning 
  damage. 
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Vol.3 Mordenkainens Tome of Foes [Print Friendly].pdf