TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, 
  Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  H�� T� U�� T��� B���?
  Killing Humanoid Enemies
  5
  Harvesting Checks
  5
  Harvest Time
  6
  Time of Death
  6
  Types of Loot
  6
  N�� M�������
  Ahmaergo
  8
  Ammalia Cassalanter
  8
  Apprentice Wizard
  8
  Bard
  8
  Barnibus Blastwind
  8
  Black Viper
  8
  Davil Starsong
  8
  Drow Gunslinger
  8
  Durnan
  8
  Gazer
  9
  Griﬀ on Cavalry Rider
  9
  Hlam 
  9
  Hrabbaz 
  9
  Istrid Horn 
  9
  Jalester Silvermane 
  9
  Jarlaxle Baenre 
  9
  Laeral Silverhand 
  9
  Manshoon
  9
  Martial Arts Adept 
  9
  Meloon Wardragon
  9
  Mirt
  9
  Nimblewright
  10
  Remallia Haventree
  10
  Skeemo Weirdbottle
  10
  Swashbuckler
  10
  Tashlyn Yafeera 
  10
  Vajra Safahr
  10
  Victoro Cassalanter
  10
  Volothamp “Volo” Geddarm
  10
  Walking Statue of Waterdeep
  10
  Ziraj the Hunter
  10
  C�������� F��� ��� 
  M������ M�����
  Acolyte
  11
  Adult Gold Dragon
  11
  Allosaurus 
  12
  Animated Armor
  12
  Ape
  12
  Archmage
  12
  Axe Beak
  12
  Bandit
  12
  Bandit Captain
  12
  Barlgura
  12
  Bearded Devil
  12
  Beholder 
  13
  Berserker
  13
  Black Pudding
  13
  Bugbear
  13
  Carrion Crawler
  13
  Cat
  13
  Chain Devil 
  13
  Commoner
  14
  Crawling Claw
  14
  Cult Fanatic 
  14
  Cultist
  14
  Death Dog 
  14
  Deep Gnome
  14
  Displacer Beast
  14
  Doppelganger
  14
  Draft Horse
  15
  Drow
  15
  Drow Elite Warrior
  15
  Drow Mage
  15
  Druid
  15
  Duergar 
  15
  Earth Elemental 
  15
  Faerie Dragon
  15
  Flameskull
  16
  Flesh Golem
  16
  Flying Snake 
  16
  T���� �� C�������
  
  4
  Flying Sword 
  16
  Gargoyle  
  16
  Gas Spore 
  16
  Ghost 
  16
  Giant Fire Beetle 
  16
  Giant Shark 
  17
  Giant Spider 
  17
  Giant Vulture 
  17
  Gibbering Mouther 
  17
  Goblin 
  17
  Gray Ooze 
  17
  Grell 
  17
  Griﬀ on 
  18
  Guard 
  18
  Half-ogre 
  18
  Hawk 
  18
  Helmed Horror 
  18
  Hippogriﬀ 
  18
  Imp 
  18
  Intellect Devourer 
  19
  Kenku 
  19
  Knight 
  19
  Kobold 
  19
  Kuo-toa 
  19
  Kuo-toa Whip 
  19
  Lemure 
  19
  Mage  
  19
  Mastiﬀ  
  20
  Merfolk 
  20
  Merrow 
  20
  Mimic 
  20
  Mind Flayer 
  20
  Minotaur  
  20
  Noble 
  21
  Orog  
  21
  Owlbear 
  21
  Panther 
  21
  Polar Bear 
  21
  Priest 
  21
  Quipper 
  21
  Rakshasa 
  21
  Red Slaad 
  22
  Rhinoceros 
  22
  Riding Horse 
  22
  Rug of Smothering 
  22
  Rust Monster 
  22
  Scarecrow 
  22
  Shadow 
  22
  Shield Guardian 
  23
  Skeleton 
  23
  Specter 
  23
  Spined Devil 
  23
  Spy 
  23
  Stirge 
  23
  Swarm of Bats 
  23
  Swarm of Insects  
  23
  Swarm of Rats 
  23
  Thug 
  23
  Tiger 
  24
  Treant 
  24
  Troglodyte 
  24
  Troll 
  24
  Veteran 
  24
  Wererat 
  24
  Young Bronze Dragon 
  25
  
  5
  H�� T� U�� T��� B���?
  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.
  K������ H������� E������
  Many humanoid enemies exist within the 
  worlds of D������� & D������. 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.
  H��������� C�����
  There are a few ways to harvest the monsters 
  found in the worlds of D������� & D������, 
  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. 
  A������ C����
  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. 
  T��� �� A������ C����
  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. 
  
  6
  T��� C����
  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. 
  H������ T���
  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. 
  T��� S���� H���������
  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
  T��� �� D����
  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. 
  T���� �� L���
  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. 
  
  7
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their 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.  
  
  8
  A������� 
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  3d6 Crossbow Bolts.
  A������ C����������
  • 
  1 Broken Quarterstaﬀ . 
  • 
  1 Spellbook. It has in it the following 
  spells: charm person, confusion, mage 
  armor, tongues.
  A��������� W�����
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Spellbook. It has in it the following 
  spells: burning hands, disguise 
  self, shield.
  B���
  • 
  3d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  • 
  1 Random Musical Instrument.  
  B������� B��������
  • 
  1 Broken Dagger. 
  • 
  1 Spellbook. It has in it the following 
  spells: comprehend languages, sending, 
  suggestion. 
  • 
  1 Wand of Magic Detection. 
  B���� V����
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Rapier. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  3d6 Crossbow Bolts. 
  D���� S�������
  • 
  1 Broken Chain Shirt Armor 
  (size Medium). 
  • 
  1d3 Daggers. 
  D��� G���������
  • 
  1 Broken Pistol. This weapon, when 
  repaired, functions as a martial ranged 
  weapon that deals 1d10 piercing damage 
  on a hit and has a range of 30/90 ft.. It 
  costs 50 gp to repair. 
  • 
  1 Broken Shield. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  3d6 Poisonous Pistol Pellets. When 
  you hit a creature with this ammunition 
  using a pistol, you deal an additional 
  2d10 poison damage.  
  D�����
  • 
  1 Broken Double Crossbow. This 
  weapon, when repaired, functions as a 
  heavy crossbow. It deals 2d6 piercing 
  damage and it uses two pieces of 
  ammunition on an attack. It costs 75 gp 
  to repair.
  • 
  1 Elven Chain Armor. 
  • 
  1 Ring of Spell Turning. 
  • 
  1 Set of Boots of Striding and Springing. 
  • 
  1 Sword of Sharpness (Greatsword).
  _____________________________
  NEW MONSTERS
  _____________________________
  
  9
  G����
  • 
  1d2 Gazer Eyestalks. Once per day, the 
  eye stalk can ﬁ re one gazer eye ray. The 
  type of ray being ﬁ red depends on the 
  type of eye stalk it was shot from. The 
  type of eye stalk is determined at random 
  when the stalk is harvested.
  • 
  1d2 Small Gazer Eyes. Can be used as 
  an additional material component when 
  casting spells that deal psychic damage. 
  When used in this way, you may reroll 
  any 1s and 2s rolled on the damage dice 
  and must keep the second result.
  G������ C������ R����
  • 
  1d3 Broken Daggers. 
  • 
  1 Broken Half-Plate Armor. 
  • 
  1 Broken Lance. 
  • 
  1 Broken Light Crossbow. 
  • 
  3d6 Crossbow Bolts. 
  H���
  • 
  2d6 Darts. 
  H������ 
  • 
  1 Broken Morningstar. 
  I����� H���
  • 
  1 Broken Maul. 
  • 
  1 Broken Plate Armor (size Medium). 
  J������� S���������
  • 
  1 Badge of the Watch. 
  • 
  1 Broken Chain Mail Armor 
  (size Medium). 
  • 
  1d3 Broken Daggers. 
  • 
  1 Broken Longsword. 
  J������� B����� 
  • 
  1 Bracer of Flying Daggers. 
  • 
  1 Cloak of Invisibility. 
  • 
  1 Feather of Diatryma. 
  • 
  1 Hat of Disguise. 
  • 
  1 +3 Leather Armor (size Medium). 
  • 
  1 Knave’s Eye Patch. 
  • 
  1 Portable Hole.
  • 
  1 +3 Rapier. 
  • 
  1 Ring of Truth Telling. 
  • 
  1 Wand of Web. 
  L����� S���������
  • 
  1 Flame Tongue Longsword. 
  • 
  1 Robe of the Archmagi. 
  • 
  1 Spellbook. It has in it the following 
  spells: banishment, cone of cold, globe of 
  invulnerability, power word stun, Rary’s 
  telepathic bond.
  M�������
  • 
  1 Robe of the Archmagi. 
  • 
  1 Spellbook. It has in it the following 
  spells: Bigby’s hand, detect magic, 
  feeblemind, ﬂ esh to stone, lightning bolt, 
  misty step, wall of force.
  • 
  1 Staﬀ  of Power. 
  M������ A��� A����
  • 
  1d10 Darts.
  M����� W��������
  • 
  1 Azuredge.
  • 
  1 Broken Plate Armor (size Medium). 
  M���
  • 
  1 +1 Dagger. 
  • 
  1 +1 Longsword.
  • 
  1 Ring of Regeneration. 
  • 
  1 Set of Bracers of Defense. 
  
  10
  N�����������
  • 
  1d3 Broken Daggers.
  • 
  1 Broken Rapier. 
  • 
  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. 
  • 
  2 Nimblewright Feet. Two nimblewright 
  feet can be crafted into a set of boots 
  of striding and springing (DMG p. 156) 
  (200 gp, 14 days)  
  R������� H��������
  • 
  1 Broken Dagger. 
  • 
  1 Figurine of Wondrous Power 
  (Silver Raven). 
  • 
  1 Spellbook. It has in it the following 
  spells: alarm, dispel magic, invisibility, 
  stoneskin, symbol.
  S����� W����������
  • 
  1 Broken Dagger. 
  • 
  1 Spellbook. It has in it the following 
  spells: counterspell, ﬁ reball, ice storm, 
  magic missile.
  S�����������
  • 
  1d3 Broken Daggers.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Rapier.  
  T������ Y������ 
  • 
  3d6 Arrows. 
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Broken Shortbow.
  V���� S�����
  • 
  1 Blackstaﬀ . 
  • 
  1 Spellbook. It has in it the following 
  spells: antimagic ﬁ eld, chain lightning, 
  counterspell, ﬁ re shield, geas, 
  telekinesis, web.
  V������ C����������
  • 
  1 Broken Rapier. 
  • 
  1 Glamoured Studded Leather Armor 
  (size Medium).
  • 
  1 Ring of Protection. 
  • 
  1 Rod of Rulership. 
  V�������� “V���” G������
  • 
  1 Book. All the pages are blank. 
  • 
  1d2 Daggers. 
  W������ S����� �� W��������
  • 
  5d6 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.
  • 
  6d6 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. 
  • 
  5d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  Z���� ��� H�����
  • 
  1 Broken Glaive. 
  • 
  1 Broken Oversized Longbow. This 
  weapon, when repaired, functions as a 
  longbow. It deals 2d6 piercing damage 
  and you need a Strength score of 15 to 
  use the bow. It costs 75 gp to repair. 
  • 
  1 +2 Leather Armor (size Medium). 
  
  11
  The following creatures from the Monster 
  Manual appear in Waterdeep: Dragon Heist, 
  alongside new monsters and enemies ﬁ t 
  for looting. The entries below can all be 
  found in the Monster Loot: Monster Manual 
  supplement and have been added to this 
  document for easy reference. They are 
  largely unchanged from how they are written 
  in the Monster Loot: Monster Manual 
  supplement.
  A������
  • 
  1 Broken Club.
  • 
  1 Flask of Holy Water.
  • 
  1 Holy Symbol. Matches the relig ious 
  beliefs of the acolyte.
  A���� G��� D�����
  • 
  1 Adult Gold Dragon Fire Gland. As an 
  action, you can throw this gland up to 
  30 feet away where it will burst in a ﬁ ery 
  explosion. Each creature within 10 feet 
  of where the gland landed must succeed 
  on a DC 21 Dexterity saving throw, 
  taking 18d6 ﬁ re damage on a failed save, 
  or half as much damage on a successful 
  one. The gland is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not.
  • 
  1d6 Gold Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 ﬁ re damage 
  with this weapon.
  • 
  1d2 Gold Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 ﬁ re 
  damage with this weapon.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  • 
  1 Gold Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days).
  While wearing this armor, you have 
  resistance to ﬁ re damage. Two sets of 
  armor can be crafted from this hide.
  • 
  1d2 Gold Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours.
  • 
  2d8 Gold Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to ﬁ re damage.
  • 
  2d8 Gold Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 ﬁ re damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d2 Gold Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. When 
  worn, you have resistance to ﬁ re damage.
  • 
  4d6 Rations.
  • 
  1d2 Vials of Weakening Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  18 Constitution saving throw or have 
  disadvantage on Strength-based attack 
  rolls, Strength checks, and Strength 
  saving throws for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success.
  
  12
  A��������� 
  • 
  1 Allosaurus Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  A������� A����
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  A��
  • 
  1 Ape Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  A�������
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, detect magic, ﬁ re 
  shield, identify, teleport.
  • 
  1d6 Vials.
  A�� B���
  • 
  1d8 Axe Beak Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  B�����
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  B����� C������
  • 
  1d2 Bottles of Alcohol.
  • 
  1 Broken Dagger.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Studded Leather Armor.
  B�������
  • 
  1 Barlgura 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 Random Gems (Value 50 GP).
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  B������ D����
  • 
  1d2 Bearded Devil Coils. Can be crafted 
  into a ﬂ ail (150 gp, 10 days). The ﬁ rst 
  time a creature is hit with this weapon, 
  it must succeed on a DC 12 Constitution 
  saving throw or be poisoned for one 
  minute. While poisoned in this way, the 
  target can’t regain hit points. The target 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success.
  • 
  1 Broken Glaive.
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.
  
  13
  B������� 
  • 
  1d4 Beholder Eyestalks. Once per day, 
  the eye stalk can ﬁ re one beholder eye 
  ray. The type of ray being ﬁ red depends 
  on the type of eye stalk it was shot from. 
  The type of eye stalk is determined at 
  random when the stalk is harvested.
  • 
  4d6 Beholder Teeth. These teeth can be 
  sold for 10 gold pieces per tooth.
  • 
  1 Large Beholder Eye. Can be crafted 
  into an antimagic shield (2500 gp, 75 
  days). Requires attunement. Once per 
  day, you can cast the antimagic 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.
  • 
  1d4 Small Beholder Eyes. Can be used 
  as an additional material component 
  when casting spells that deal psychic 
  damage. When used in this way, you may 
  reroll any 1s and 2s rolled on the damage 
  dice and must keep the second result.
  • 
  1d6 Vials of Beholder Blood. When 
  consumed, you become hyper aware of 
  your surroundings and the actions of 
  other people. You have advantage on 
  Wisdom (Insight) checks and on Wisdom 
  (Perception) checks that rely on sight. 
  This eﬀ ect lasts for eight hours.
  B��������
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor.
  B���� P������
  • 
  2d6 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial 
  as an improvised weapon. On a hit, the 
  vial shatters and covers the creature 
  with black goop. For the next minute, the 
  creature takes 1d8 acid damage at the 
  start of each of its turns. The creature 
  can use an action to scrape the goop oﬀ , 
  ending the eﬀ ect early.
  B������
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  C������ C������
  • 
  1d2 Carrion Crawler Tentacle. Can be 
  crafted into a whip (300 gp, 20 days). 
  The whip deals an additional 1d4 poison 
  damage on a hit. Once per day on a 
  hit, you can force the target to make a 
  DC 13 Constitution saving throw. On a 
  failed save, it is poisoned for 1 minute. 
  Until this poison ends, the creature is 
  paralyzed. The target can repeat the 
  saving throw at the end of each of its 
  turns, ending the poison on itself on 
  a success.
  • 
  2d6 Rations.
  C��
  • 
  1 Cat Hide. Eight hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1 Ration.
  C���� D����
  • 
  1d2 Chains. Can be used as a martial 
  weapon that deals 2d6 slashing damage 
  on a hit. When attacking with this 
  weapon, you can try to grapple a creature 
  you’re ﬁ ghting. On a hit, you can choose 
  to forgo doing damage and instead 
  grapple the creature (escape DC 14) if 
  it is Medium or smaller. The grappled 
  creature can use its action on its turn to 
  attempt to free itself from the grapple. 
  Until this grapple ends, you can’t use this 
  weapon on another target.
  • 
  1 Chain Devil Mask. Requires 
  attunement. When wearing this mask, 
  you can use your reaction to target a 
  creature you can see within 30 feet of 
  you. You create an illusion that looks like 
  one of the creature’s departed loved ones 
  
  14
  or bitter enemies. If the targeted creature 
  can see you, it must succeed on a DC 14 
  Wisdom saving throw or be frightened 
  until the end of its turn.
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.
  C�������
  • 
  1 Broken Club.
  C������� C���
  • 
  1 Non-Crawling Claw. Can be used as an 
  arcane focus.
  C��� F������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Dagger.
  • 
  1 Symbol of the cultist’s order.
  C������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  • 
  1 Symbol of the Cultist’s Order.
  D���� D��
  • 
  1 Death Dog Hide. Two hides be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Death Dog Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d6 Rations.
  D��� G����
  • 
  1 Broken Chain Shirt (size Small).
  • 
  1 Broken War Pick.
  • 
  1d4 Poisonous Darts. When you hit a 
  creature with this dart, the creature must 
  succeed on a DC 12 Constitution saving 
  throw be poisoned for one minute. The 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on a success.
  D�������� B����
  • 
  1 Displacer Beast Hide. Can be crafted 
  into a cloak of displacement (DMG p. 
  158) (2000 gp, 60 days).
  • 
  1d2 Displacer Beast Tentacle. Can be 
  crafted into a mace (100 gp, 7 days). On 
  a hit, you deal an additional 1d4 piercing 
  damage with this weapon.
  • 
  2d6 Rations.
  D�����������
  • 
  1 Doppelganger Skull. Requires 
  attunement. Once per day, you can use 
  this skull to read the thoughts of nearby 
  creatures. As an action, you can read 
  the surface thoughts of one creature 
  within 60 feet of you. The eﬀ ect can 
  penetrate barriers, but 3 feet of wood or 
  dirt, 2 feet of stone, 2 inches of metal, 
  or a thin sheet of lead blocks it. This 
  eﬀ ect lasts for ten minutes. While you 
  are reading a creature’s mind, you have 
  advantage on Wisdom (Insight) and 
  Charisma (Deception, Intimidation, and 
  Persuasion) checks against it.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  
  15
  D���� H����
  • 
  1 Draft Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  D���
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  D��� E���� W������
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  2d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake.
  • 
  1 Vial of Basic Poison.
  D��� M���
  • 
  1 Broken Quarterstaﬀ .
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1 Spellbook. It has in it the following 
  spells: lightning bolt, greater invisibility, 
  mage armor, web
  • 
  1 Spell Scroll. There is a 80% chance 
  that the scroll is a spell scroll of summon 
  lesser demon and a 20% chance that it is 
  a spell scroll of summon greater demon.
  D����
  • 
  1d4 Day Rations.
  • 
  1 Druidic Focus.
  • 
  1 Quarterstaﬀ .
  • 
  1 Waterskin.
  D������ 
  • 
  1 Broken Scale Mail (size Medium).
  • 
  1 Broken Shield.
  • 
  1 Broken War Pick.
  • 
  1d3 Javelins.
  • 
  1 Vial of Duergar Blood. Can be used as 
  an additional material component when 
  casting the spell enlarge/reduce. When 
  using the spell to enlarge a creature, the 
  creature deals an additional 1d8 damage 
  with its enlarged weapons instead of the 
  written 1d4 damage.
  E���� E�������� 
  • 
  1d4+1 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.
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  F����� D�����
  • 
  1 Ration.
  • 
  1 Vial of Euphoriants. As an action, you 
  can throw this vial at a creature up to 30 
  feet away where it shatters in a cloud of 
  sparkly gas. The targeted creature must 
  make a DC 11 Wisdom saving throw. On 
  a failed save, the target becomes unable 
  to take reactions for one minute.
  
  16
  F���������
  • 
  1d2 Flameskull Eyes. Can be used as 
  an additional material component when 
  casting spells that deal ﬁ re damage. 
  When used in this way, you deal an 
  additional 3d6 ﬁ re damage when you 
  cast the spell.
  • 
  1d10 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result.
  F���� G����
  • 
  1d4 Flesh Golem Strips. When 
  consumed, you gain resistance to 
  lightning damage for one hour.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  F����� S����
  • 
  1 Ration.
  F����� S����
  • 
  1 Broken Longsword.
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  G������� 
  • 
  1d2 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.
  • 
  2d6 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  G�� S����
  • 
  1 Ounce of Spore Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 12 
  Constitution saving throw or take 3d6 
  poison damage on a failed save.
  G����
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on a success.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  G���� F��� B�����
  • 
  1d4 Rations.
  
  17
  G���� S����
  • 
  1 Giant Shark Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide.
  • 
  1d10 Giant Shark Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  4d6 Rations.
  G���� S�����
  • 
  1 Giant Spider Hide. Can be crafted 
  into leather armor (50 gp, 2 days) 
  or studded leather armor (85 gp, 3 
  days). While wearing this armor, you 
  ignore movement restrictions caused 
  by webbing.
  • 
  2d6 Rations.
  G���� V������
  • 
  2d6 Giant Vulture Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  G�������� M������
  • 
  1d6 Vials of Gibbering Mouther Goo. As 
  an action, you can throw this vial up to 
  30 feet away where it will shatter and let 
  out an pulsating ooze. The area where 
  the vial landed becomes diﬃ  cult terrain 
  for one hour.
  • 
  1d2 Vials of Blinding Spittle. As an 
  action, you can throw this vial up to 
  15 feet away where it will shatter in a 
  blinding ﬂ ash. Each creature within 
  5 feet of where the vial landed must 
  succeed on a DC 13 Dexterity saving 
  throw or be blinded until the end of your 
  next turn.
  G�����
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortbow.
  • 
  1d8 Goblin Teeth. Can be sold for 1 gold 
  piece per tooth.
  G��� O���
  • 
  1d2 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial 
  as an improvised weapon. On a hit, the 
  vial shatters and covers the creature 
  with gray goop. For the next minute, the 
  creature takes 1d8 acid damage at the 
  start of each of its turns. The creature 
  can use an action to scrape the goop oﬀ , 
  ending the eﬀ ect early.
  G����
  • 
  1d2 Chunks of Grell Meat. When 
  consumed, you gain blindsight out to a 
  range of 15 feet and you are resistant 
  to lightning damage. These eﬀ ects last 
  for one hour.
  • 
  1d4 Grell Tentacles. Can be crafted 
  into a whip (100 gp, 7 days). Once per 
  day when you hit a creature with this 
  weapon you can force it to make a DC 
  11 Constitution saving throw. On a failed 
  save it is poisoned for one minute. The 
  poisoned creature is paralyzed, and it 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect 
  on a success. When attacking with this 
  weapon, you can also 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.
  
  18
  G������
  • 
  1d6 Griﬀ on Claws. Can be crafted into 
  a dagger (50 gp, 3 days). This weapon 
  deals an additional 1d4 damage 
  against beasts.
  • 
  1d10 Griﬀ on Feathers. Two feathers 
  can be used as ﬂ etching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers deal an additional 1d6 damage 
  on a hit if the target is a beast. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations
  G����
  • 
  1 Broken Chain Shirt.
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  H���-����
  • 
  1 Broken Battleaxe.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d2 Javelins.
  H���
  • 
  1d4 Hawk Feathers. Two feathers can 
  be used as ﬂ etching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d4 Rations.
  H����� H�����
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  H���������
  • 
  1d4 Hippogriﬀ  Claws. Can be crafted 
  into a dagger (10 gp, 2 days).
  • 
  2d6 Hippogriﬀ  Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  I��
  • 
  1 Devil Eye. When consumed, you gain 
  darkvision out to a range of 60 feet for 
  one hour. Magical darkness does not 
  impede this darkvision.
  • 
  1d2 Imp Wings. Can be used as an 
  additional material component when 
  casting spells that turn something 
  invisible. When used in this way, the 
  duration of the invisibility increases by 
  one minute.
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.
  
  19
  I�������� D�������
  • 
  1d4 Intellect Devourer Brain Chunks. 
  When consumed, you can sense the 
  presence and location of any creature 
  within 300 feet of you that has an 
  intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature 
  is protected by a mind blank spell. This 
  eﬀ ect lasts for 10 minutes.
  • 
  1d2 Vials of Intellect Devourer Blood. 
  When consumed, your Intelligence score 
  increases by 1d4 to a maximum of 20 
  for one hour.
  K����
  • 
  1 Broken Shortsword.
  • 
  1 Broken Shortbow.
  K�����
  • 
  1 Broken Greatsword.
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  K�����
  • 
  1 Broken Dagger.
  • 
  1 Broken Sling.
  K��-���
  • 
  1 Broken Net.
  • 
  1 Broken Shield.
  • 
  1 Broken Spear.
  • 
  1 Vial of Kuo-toa Slime. When 
  consumed, you become amphibious for 
  one minute.
  • 
  1 Vial of Sticky Glue. This glue can be 
  rubbed on a shield as an action. For the 
  next minute, when a creature misses you 
  with a melee weapon attack you can use 
  your sticky shield to catch the weapon as 
  a reaction. The attacker must succeed 
  on a DC 11 Strength saving throw, or the 
  weapon becomes stuck to your shield. If 
  the weapon’s wielder can’t or won’t let go 
  of the weapon, the wielder is grappled 
  while the weapon is stuck. While stuck, 
  the weapon can’t be used. A creature can 
  pull the weapon free by taking an action 
  to make DC 11 Strength check and 
  succeeding.
  K��-��� W���
  • 
  1 Pincer Staﬀ . Functions as a martial 
  weapon that deals 1d6 bludgeoning 
  damage. On a hit, if the target is a 
  Medium or smaller creature, it is 
  grappled (escape DC 14). Until this 
  grapple ends, you can’t use this weapon 
  on another target.
  • 
  1d4 Vials of Kuo-toa Slime. When 
  consumed, you become amphibious for 
  one minute.
  • 
  1d2 Vials of Slippery Goo. As an action, 
  you can pour this goo over a creature. 
  For the next minute, the creature has 
  advantage on ability checks and saving 
  throws made to escape a grapple.
  L�����
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.
  M��� 
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, greater invisibility, 
  misty step, suggestion.
  
  20
  M������
  • 
  1 Mastiﬀ  Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  M������
  • 
  1d4 Broken Spears.
  M�����
  • 
  1 Broken Harpoon. This weapon, when 
  repaired, functions as a martial weapon 
  that deals 2d6 piercing damage on a hit. 
  The weapon has a throwing range of 
  20/60. If the target is a Large or smaller 
  creature, it must succeed on a Strength 
  contest against you or be pulled up to 20 
  feet toward you. It costs 40 gold pieces to 
  repair the weapon.
  • 
  1 Merrow Hide. Can be crafted into a set 
  of light armor (100 gp, 7 days). While 
  wearing this armor, your swimming 
  speed equals your movement speed.
  • 
  2d6 Rations.
  M����
  • 
  1d6 Rations.
  • 
  1d4 Vials of Mimic Adhesive. When 
  poured on a Medium or smaller creature, 
  the creature becomes adhesive for 10 
  minutes. While adhesive, the creature 
  adheres to anything that it touches or 
  that touches it. A Medium or smaller 
  creature adhered to the adhesive 
  creature is also grappled by it (escape 
  DC 13). The adhesive creature also 
  automatically succeeds on climbing 
  checks as long as it is adhesive.
  M��� F�����
  • 
  1 Broken Breastplate.
  • 
  1d4 Mind Flayer Tentacles. Can be 
  crafted into a dagger (300 gp, 19 days) 
  or a shortsword (300 gp, 19 days). Once 
  per day, when you hit a creature with this 
  weapon you can force it to make a DC 
  15 Intelligence saving throw. On a failed 
  save, the creature is stunned until the 
  end of its next turn.
  • 
  1d2 Mind Flayer Eyes. When consumed, 
  you gain darkvision out to a range of 120 
  feet for one hour.
  • 
  1d6 Vials of Mind Flayer Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  eﬀ ects for one hour.
  • 
  1d4 Vials of Mind Flayer Brain Matter. 
  When consumed, you can communicate 
  with any creature you can see within 60 
  feet of you for one hour. You don’t need 
  to share a language with the creature 
  for it to understand you, but the creature 
  must be able to understand at least 
  one language.
  M������� 
  • 
  1 Broken Greataxe.
  • 
  1 Minotaur Heart. When consumed, you 
  can perfectly recall any path you have 
  traveled within the past seven days. This 
  eﬀ ect lasts for 24 hours.
  • 
  2d6 Rations.
  • 
  1d4 Vials of Minotaur Blood. When 
  consumed, you gain advantage on all 
  melee weapon attack rolls you make, but 
  attack rolls against you have advantage. 
  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.
  
  21
  N����
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  O��� 
  • 
  1 Broken Greataxe.
  • 
  1 Broken Plate Armor.
  • 
  1d6 Javelins.
  O������
  • 
  1d6 Owlbear Claws. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  2d6 Owlbear Feathers. Two feathers can 
  be used as ﬂ etching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  2d6 Rations.
  P������
  • 
  1 Panther Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  P���� B���
  • 
  1d4 Polar Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Polar Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  P�����
  • 
  1 Broken Mace.
  • 
  1 Broken Chain Shirt.
  • 
  1d4 Flasks of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the priest.
  • 
  1 Potion of Healing.
  Q������
  • 
  1 Ration.
  R�������
  • 
  1 Rakshasa Heart. When consumed, you 
  gain the beneﬁ ts of the true seeing spell 
  for one hour.
  • 
  1d2 Rakshasa Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each of 
  the spells charm person, detect thoughts, 
  major image, and suggestion once per 
  day. You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn.
  • 
  1d8 Rakshasa Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws put 
  a magical curse on the target they hit. 
  The magical curse takes eﬀ ect whenever 
  the target takes a short or long rest, 
  ﬁ lling the target’s thoughts with horrible 
  images and dreams. The cursed target 
  gains no beneﬁ t from ﬁ nishing a short or 
  long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  2d4 Random Gems (Value 50 GP).
  
  22
  R�� S����
  • 
  1 Red Slaad Hide. Can be crafted into a 
  set of light armor (15000 gp, 100 days). 
  Requires attunement. While wearing 
  this armor, you have resistance to one 
  type of damage. The type of damage 
  you have resistance to can be chosen 
  and switched over the course of a short 
  or long rest. You can choose to have 
  resistance to acid, cold, ﬁ re, lightning, or 
  thunder damage.
  • 
  1d4 Slaad Claws. Can be crafted into a 
  dagger (2 gp, 1 day).
  • 
  1d6 Vials of Slaad Mesh. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  eﬀ ects for the next 10 minutes.
  R���������
  • 
  2d6 Rations.
  • 
  1 Rhinoceros Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  R����� H����
  • 
  2d6 Rations.
  • 
  1 Riding Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  R�� �� S���������
  • 
  1 Carpet. Can be worn as a cloak. While 
  wearing this ragged fabric, you have 
  advantage on Charisma checks made to 
  pass oﬀ  as a member of the lower class.
  • 
  1d2 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  R��� M������
  • 
  1d6 Rations.
  • 
  1 Rust Monster Hide. Can be crafted 
  into a shield (1000 gp, 30 days). Any 
  nonmagical weapon made of metal that 
  hits the shield corrodes. The weapon 
  takes a permanent and cumulative -1 
  penalty to damage rolls. If its penalty 
  drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal 
  that hits the shield is also destroyed. A 
  weapon hits the shield if the attack roll 
  against you was 1 or 2 lower than your 
  armor class.
  S��������
  • 
  1d2 Scarecrow Hands. Can be used as 
  an arcane focus.
  • 
  1d10 Scarecrow Kindling. Can be used 
  as an additional material component 
  when casting spells that deal ﬁ re 
  damage. When used in this way, you deal 
  an additional 1d6 ﬁ re damage when you 
  cast the spell.
  S�����
  • 
  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.
  
  23
  S����� G�������
  • 
  1 Shield Guardian Plating. Can be 
  crafted into a set of plate armor (1500 
  gp, 5 days) or into a set of half-plate 
  armor (750 gp, 4 days).
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  S�������
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  S������
  • 
  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.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  S����� D����
  • 
  1d2 Devil Eyes. When consumed, you 
  gain darkvision out to a range of 60 feet 
  for one hour. Magical darkness does not 
  impede this darkvision.
  • 
  1d12 Spined Devil Spines. Can be used 
  as darts that deal an additional 1d6 ﬁ re 
  damage on a hit.
  • 
  1d4 Vials of Devil Blood. This functions 
  as a vial of acid. Can be used as an 
  additional material component when 
  casting spells that deal acid damage. 
  When used in this way, you deal an 
  additional 1d6 acid damage when you 
  cast the spell.
  S��
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  2d6 Crossbow Bolts.
  • 
  1 Notebook. The contents are written 
  in code. You must succeed on a DC 14 
  Intelligence check to decipher it.
  S�����
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart.
  S���� �� B���
  • 
  1d6 Rations.
  S���� �� I������ 
  • 
  1d6 Rations.
  S���� �� R���
  • 
  1d6 Rations.
  T���
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Mace.
  • 
  2d6 Crossbow Bolts.
  
  24
  T����
  • 
  2d6 Rations.
  • 
  1 Tiger Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  1d10 Tiger Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  T�����
  • 
  1d4 Treant Bark Plates. Two plates can 
  be crafted into a set of plate armor (1500 
  gp, 5 days) or into a set of half-plate 
  armor (750 gp, 4 days).
  • 
  2d12 Treant Branches. Can be used as 
  an additional material component when 
  casting spells that deal ﬁ re damage. 
  When used in this way, you deal an 
  additional 1d6 ﬁ re damage when you 
  cast the spell.
  • 
  1d2 Treant Trunks. Can be crafted into a 
  maul (100 gp, 7 days) or into a greatclub 
  (90 gp, 7 days). This weapon deals 
  double damage to objects and structures.
  • 
  1d2 Vials of Treant Sap. When 
  consumed, this functions as a potion 
  of healing.
  T���������
  • 
  1d2 Vials of Stinky Goo. As an action, 
  you can throw this vial up to 30 feet away 
  where it will shatter in a cloud of stinky 
  gas. Each creature within 5 feet of where 
  the vial landed must succeed on a DC 12 
  Constitution saving throw or be poisoned 
  until the start of its next turn.
  T����
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days).
  • 
  2d6 Vials of Troll Blood. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute.
  V������
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  W������
  • 
  2d6 Crossbow Bolts.
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1d2 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  
  25
  Y���� B����� D�����
  • 
  1d2 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon.
  • 
  1d2 Bronze Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  2d4 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d4 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  2d6 Rations.
  • 
  1d2 Young Bronze Dragon Wings. One 
  wing can be crafted into a resistant 
  cloak (200 gp, 14 days). Requires 
  attunement. When worn, you can use 
  your reaction to give yourself resistance 
  to lightning damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Waterdeep Dragon Heist [Print Friendly].pdf