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
  6
  Harvesting Checks
  6
  Harvest Time
  7
  Time of Death
  7
  Types of Loot
  7
  N�� M�������
  Aerisi Kalinoth
  9
  Air Elemental Myrmidon 
  9
  Bastian Thermandar
  9
  Black Earth Guard
  9
  Black Earth Priest
  9
  Burrowshark
  9
  Crushing Wave Priest
  9
  Crushing Wave Reaver
  9
  Dark Tide Knight
  9
  Drannin Splithelm
  9
  Earth Elemental Myrmidon
  10
  Elizar Dryﬂ agon 
  10
  Eternal Flame Guardian
  10
  Eternal Flame Priest 
  10
  Fathomer  
  10
  Feathergale Knight
  10
  Fire Elemental Myrmidon  
  10
  Flamewrath 
  10
  Gar Shatterkeel 
  10
  Ghald 
  10
  Grumink the Renegade 
  11
  Hellenrae 
  11
  Howling Hatred Initiate 
  11
  Howling Hatred Priest 
  11
  Hurricane  
  11
  Imix 
  11
  Marlos Urnrayle 
  11
  Miraj Vizann 
  12
  Ogrémoch 
  12
  Olhydra 
  12
  One-Eyed Shiver 
  12
  Oreioth 
  12
  Razerblast  
  12
  Sacred Stone Monk 
  12
  Shoalar Quanderil  
  12
  Skyweaver 
  12
  Stonemelder 
  13
  Thurl Merosska 
  13
  Vanifer 
  13
  Water Elemental Myrmidon  
  13
  Wiggan Nettlebee 
  13
  Windharrow 
  13
  Yan-C-Bin 
  13
  T���� �� C�������
  
  4
  C�������� F��� ��� 
  M������ M�����
  Aarakocra 
  14
  Aboleth 
  14
  Acolyte 
  14
  Adult Black Dragon 
  14
  Air Elemental 
  15
  Ankheg 
  15
  Awakened Tree 
  15
  Azer 
  15
  Bandit 
  15
  Bandit Captain 
  15
  Barlgura 
  15
  Berserker 
  16
  Black Bear 
  16
  Black Pudding 
  16
  Blood Hawk 
  16
  Bronze Dragon Wyrmling 
  16
  Brown Bear 
  16
  Bugbear 
  16
  Bulette 
  16
  Chimera 
  17
  Chuul 
  17
  Cloaker 
  17
  Cloud Giant 
  17
  Commoner 
  17
  Crawling Claw 
  17
  Crocodile 
  18
  Cult Fanatic 
  18
  Cultist 
  18
  Dao 
  18
  Darkmantle 
  18
  Deep Gnome 
  18
  Djinni 
  18
  Doppelganger 
  19
  Dragon Turtle 
  19
  Drow Mage 
  19
  Druid 
  19
  Duergar 
  19
  Dust Mephit 
  20
  Earth Elemental 
  20
  Efreeti 
  20
  Elk 
  20
  Ettin 
  20
  Fire Elemental  
  20
  Fire Giant 
  21
  Fire Snake 
  21
  Flameskull 
  21
  Flying Sword 
  21
  Galeb Duhr 
  21
  Gargoyle 
  21
  Ghast 
  21
  Ghost 
  22
  Ghoul 
  22
  Giant Bat 
  22
  Giant Crab 
  22
  Giant Crocodile 
  22
  Giant Octopus 
  22
  Giant Rat 
  22
  Giant Vulture 
  22
  Gnoll 
  23
  Gnoll Pack Lord 
  23
  Goat 
  23
  Goblin 
  23
  Grell 
  23
  Grick 
  23
  Griﬀ on 
  24
  Guard 
  24
  Half-Ogre 
  24
  Harpy 
  24
  Hell Hound 
  24
  Helmed Horror 
  24
  Hezrou 
  24
  Hill Giant 
  25
  Hippogriﬀ  
  25
  Hobgoblin 
  25
  Hobgoblin Captain 
  25
  Hook Horror 
  25
  Hunter Shark 
  25
  Hydra 
  25
  Hyena 
  26
  
  5
  Ice Mephit 
  26
  Invisible Stalker 
  26
  Jackalwere 
  26
  Kenku 
  26
  Knight 
  26
  Kuo-toa 
  26
  Kuo-toa Archpriest 
  27
  Kuo-toa Whip 
  27
  Lizardfolk 
  27
  Lizardfolk Shaman 
  27
  Mage 
  27
  Magma Mephit 
  27
  Magmin 
  27
  Manticore 
  28
  Merrow 
  28
  Mezzoloth 
  28
  Minotaur 
  28
  Mud Mephit 
  28
  Noble 
  28
  Nothic 
  29
  Nycaloth 
  29
  Ogre 
  29
  Oni 
  29
  Orc 
  29
  Orc Eye of Gruumsh 
  29
  Orog 
  30
  Owlbear 
  30
  Peryton 
  30
  Piercer 
  30
  Priest  
  30
  Purple Worm 
  30
  Revenant 
  31
  Rhinoceros  
  31
  Roper  
  31
  Rust Monster 
  31
  Salamander 
  32
  Scout 
  32
  Sea Hag 
  32
  Shadow 
  32
  Shield Guardian 
  32
  Skeleton 
  32
  Smoke Mephit 
  32
  Specter 
  33
  Spider 
  33
  Sprite 
  33
  Spy 
  33
  Steam Mephit 
  33
  Stirge 
  33
  Stone Golem 
  33
  Swarm of Bats 
  33
  Swarm of Quippers 
  33
  Thug 
  33
  Tribal Warrior 
  34
  Troglodyte 
  34
  Troll 
  34
  Umber Hulk 
  34
  Vampire Spawn 
  34
  Veteran 
  34
  Violet Fungus 
  34
  Vrock 
  35
  War Horse 
  35
  Water Elemental 
  35
  Water Weird 
  35
  Wereboar 
  35
  Werewolf 
  36
  Wight 
  36
  Will-o-Wisp 
  36
  Wolf 
  36
  Worg 
  36
  Wyvern 
  36
  Xorn 
  36
  Young Red Dragon 
  37
  Zombie 
  37
  
  6
  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. 
  
  7
  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. 
  
  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.  
  
  9
  A����� K�������
  • 
  1 Spellbook. It has in it the following 
  spells: dust	devil,	feather	fall,	gaseous	form,	
  storm	sphere,	thunderwave.
  • 
  1 Windvane. 
  A�� E�������� M������� 
  • 
  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. 
  B������ T���������
  • 
  1d4 Daggers. 
  B���� E���� G����
  • 
  1 Broken Morningstar. 
  • 
  1 Broken Plate Armor (size Medium). 
  B���� E���� P�����
  • 
  1 Broken Glaive. 
  • 
  1 Broken Splint Armor (size Medium). 
  B����������
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1 Black Earth Bond Amulet. Requires 
  attunement by a creature with 
  proﬁ ciency in Animal Handling. While 
  attuned to the amulet, bulettes will not 
  attack you unless attacked ﬁ rst and you 
  have advantage on Wisdom (Animal 
  Handling) checks made against them. 
  If you succeed on ﬁ ve DC 20 Wisdom 
  (Animal Handling) check made over the 
  course of a month, you become magically 
  bonded to the bulette and it becomes 
  your mount. While mounted on the 
  bulette you are magically bonded to, you 
  share the bulette’s senses and can ride 
  the bulette while it burrows. The bonded 
  bulette obeys your commands while you 
  are attuned to the amulet. 
  • 
  1d4 Spears. 
  C������� W��� P�����
  • 
  1 Broken Chain Shirt (size Medium). 
  • 
  1 Broken Quarterstaﬀ . 
  C������� W��� R�����
  • 
  1 Broken Sharktoothed Longsword. 
  This weapon, when repaired, functions 
  as a longsword that deals one additional 
  die of damage against targets wearing 
  no armor. It costs 30 gp to repair 
  the weapon. 
  • 
  1 Broken Shield. 
  • 
  1d2 Javelins. 
  D��� T��� K�����
  • 
  1 Broken Lance.
  • 
  1 Broken Shortsword.
  D������ S��������
  • 
  1 Broken Greataxe. 
  • 
  1 Broken Plate Armor (size Medium). 
  _____________________________
  NEW MONSTERS
  _____________________________
  
  10
  E���� E�������� M�������
  • 
  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. 
  E����� D��������
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 +1 Dagger. 
  E������ F���� G�������
  • 
  1 Broken Breastplate Armor 
  (size Medium). 
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield. 
  • 
  3d6 Crossbow Bolts. 
  E������ F���� P�����
  • 
  1d2 Daggers. 
  F������� 
  • 
  1d2 Broken Daggers. 
  • 
  1 Medallion of the Olhydra. Requires 
  attunement by a creature with an evil 
  alignment. While wearing this medallion, 
  you can cast the spell mage	armor at will, 
  without expending material components. 
  F���������� K�����
  • 
  1 Broken Longsword. 
  • 
  1 Broken Scale Mail Armor 
  (size Medium). 
  • 
  1d4 Spears. 
  • 
  1 Wingwear. 
  F��� E�������� M������� 
  • 
  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. 
  F���������
  • 
  1d2 Broken Daggers. 
  G�� S����������
  • 
  1 Drown. 
  G����
  • 
  1 Broken Shortsword. 
  • 
  1 Sahuagin Shark Pendant. Requires 
  attunement. While wearing this pendant, 
  you can magically communicate with any 
  shark within 120 of you, using a limited 
  telepathy.
  
  11
  G������ ��� R�������
  • 
  1 Broken Light Crossbow. 
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  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 Set of Thieves’ Tools. 
  • 
  1d2 Vials of Poison. 
  H��������
  • 
  1d6 Pieces of Onyx. Can be sold 
  for 50 gp.  
  H������ H����� I�������
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1d4 Daggers. 
  H������ H����� P�����
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  1d4 Daggers. 
  H�������� 
  • 
  1 Set of Feathered Handwraps. Requires 
  attunement by a monk. While wearing 
  these handwraps, you can cast the 
  cantrip gust at will. These hand wraps 
  also has 3 charges. You can expend 
  a charge to cast one of the following 
  spells: feather	fall,	jump. Wisdom is your 
  spellcasting ability for these spells. All 
  expended charges are restored each 
  day at dawn. 
  I���
  • 
  5d10 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 Ounces of Blast Powder. As an 
  action, you can set ﬁ re to an ounce of this 
  powder and cause a violent explosion. 
  Each creature standing within 10 feet of 
  the powder when it was lit must succeed 
  on a DC 20 Dexterity saving throw or 
  take 3d6 ﬁ re damage. 
  • 
  1d4 Vials of Essence of Imix. When 
  consumed, you are imbued with 
  incredible heat that radiates from you 
  and aﬀ ects all creatures within 150 
  feet of you. Each creature in the area 
  in physical contact with metal objects 
  (for example, carrying metal weapons 
  or wearing metal armor) takes 2d8 ﬁ re 
  damage. Each creature in the area that 
  isn’t resistant or immune to ﬁ re damage 
  must make a DC 21 Constitution saving 
  throw or gain one level of exhaustion. 
  You also take 4d8 ﬁ re damage when you 
  consume the essence. 
  • 
  6d10 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. 
  M����� U�������
  • 
  1 Ironfang. 
  • 
  1 Medusa Head. When a creature that 
  can see the medusa head’s eyes starts 
  its turn within 30 feet of the head, it 
  must make a DC 14 Constitution saving 
  throw. On a failed save, the creature 
  magically begins to turn to stone and 
  is restrained. It must repeat the saving 
  
  12
  throw at the end of its next turn. On a 
  success, the eﬀ ect ends. On a failure, 
  the creature is petriﬁ ed until freed by 
  the greater restoration spell or similar 
  magic. A creature that isn’t surprised can 
  avert its eyes to avoid the saving throw at 
  the start of its turn. If it does so, it can’t 
  see the head until the start of its next 
  turn, when it can avert its eyes again. If 
  it looks at the head in the meantime, it 
  must immediately make the save. The 
  head has this eﬀ ect for 2d6 days after 
  being harvested, after which it turns into 
  a non-magical decaying head. 
  • 
  1d6 Rations. 
  • 
  1d6 Vials of Medusa Blood. If poured on 
  a Medium or smaller creature that has 
  been petriﬁ ed by being turned to stone, 
  they are cured of the petriﬁ ed condition.
  M���� V�����
  • 
  1 Broken Quarterstaﬀ . 
  O�������
  • 
  6d10 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.
  • 
  3d6 Illuminating Crystals of Ogrémoch. 
  As an action, you can crush one of these 
  crystals and send crystalline protrusions 
  ﬂ are out from you. Each creature within 
  15 feet of you becomes outlined in 
  orange light until the end of your next 
  turn, shedding dim light in a 10-foot 
  radius. Any attack roll against an aﬀ ected 
  creature has advantage if the attacker 
  can see it, and the aﬀ ected creature can’t 
  beneﬁ t from being invisible. 
  • 
  5d10 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. 
  O������
  • 
  5d10 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. 
  • 
  3d10 Vials of Acid. 
  • 
  6d10 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. 
  O��-E��� S�����
  • 
  1d2 Daggers. 
  O������
  • 
  1d2 Daggers. 
  • 
  1 Spellbook. It has in it the following 
  spells: false	life,	misty	step,	vampiric	touch.
  R��������� 
  • 
  1d6 Broken Spears.
  S����� S���� M���
  • 
  1d4 Pieces of Chipped Onyx. Can be sold 
  for 10 gp.  
  S������ Q�������� 
  • 
  1d2 Daggers. 
  S��������
  • 
  1d4 Daggers. 
  
  13
  S����������
  • 
  1 Broken Splint Armor (size Medium). 
  • 
  1d4 Smoky Stones. As a reaction to 
  being hit with a weapon attack, you can 
  crush a stone and have the dust from the 
  brittle rock rise to protect you. You have a 
  +3 bonus to AC against weapon attacks, 
  including against the triggering damage. 
  T���� M�������
  • 
  1 Broken Breastplate Armor 
  (size Medium). 
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Lance. 
  V������
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  • 
  1 Tinderstrike. 
  W���� E�������� M������� 
  • 
  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. 
  W����� N��������
  • 
  1 Broken Wooden Cane. Functions 
  as a club. 
  W���������
  • 
  1 Broken Rapier. 
  • 
  1 Broken Studded Leather Armor 
  (size Medium). 
  Y��-C-B��
  • 
  5d10 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. 
  • 
  6d10 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet. 
  • 
  1d4 Vials of Suﬀ ocating Air. As an action, 
  you can throw this vial at a creature you 
  can see within 30 feet where it shatters 
  with a loud pop. The creature must make 
  a DC 21 Constitution saving throw. On 
  a failed save, the creature drops to 0 hit 
  points and is dying. On a successful save, 
  the creature can’t breathe or speak until 
  the start of its next turn. If the creature 
  has no need to breathe, it succeeds 
  automatically. 
  
  14
  The following creatures from the Monster 
  Manual appear in Princes of the Apocalypse, 
  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��������
  • 
  1d6 Aarakocra 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.
  • 
  1 Broken Leather Armor.
  • 
  1d4 Javelins.
  A������
  • 
  1d3 Aboleth Eye. Can be used as an 
  additional material component when 
  casting the spells charm	person and 
  suggestion. When used in this way, the 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s eﬀ ects.
  • 
  1 Aboleth Hide. Can be crafted into a 
  cloak	of	the	manta	ray (DMG p. 159) (200 
  gp, 14 days).
  • 
  4d6 Aboleth Teeth. Can be sold for 10 
  gold pieces per tooth.
  • 
  1d4 Aboleth Tentacles. Can be crafted 
  into a magical whip (200 gp, 14 days). 
  This functions as a +1 weapon.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  • 
  1d4 Vials of Aboleth Mucus. When 
  consumed, you must succeed on a DC 
  14 Constitution saving throw or become 
  diseased for 1d4 hours. While diseased, 
  you can only breathe underwater.
  A������
  • 
  1 Broken Club.
  • 
  1 Flask of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the acolyte.
  A���� B���� D�����
  • 
  1 Adult Black Dragon Acid Gland. As an 
  action, you can throw this gland up to 30 
  feet away where it will explode in a burst 
  of acid. Each creature within 10 feet of 
  where the gland landed must succeed on 
  a DC 18 Dexterity saving throw, taking 
  12d8 acid damage on a failed save, or 
  half as much damage on a successful 
  one. The gland is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not.
  • 
  1d6 Black Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 acid damage 
  with this weapon.
  • 
  1d2 Black Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 acid 
  damage with this weapon.
  • 
  1 Black Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage. Two sets of 
  armor can be crafted from this hide.
  
  15
  • 
  1d2 Black Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours.
  • 
  2d8 Black Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to acid damage.
  • 
  2d8 Black Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 acid damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d2 Black Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  acid damage.
  • 
  4d6 Rations.
  A�� E��������
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.
  A�����
  • 
  1 Ankheg Hide. Can be crafted into a set 
  of studded leather armor (45 gp, 2 days).
  • 
  2d6 Rations.
  • 
  2d4 Vials of Acid.
  A������� T���
  • 
  2d6 Enchanted Logs. When set on ﬁ re, 
  one enchanted log burns for eight hours 
  and gives oﬀ  as much heat as an average 
  campﬁ re. The ﬁ re is not magical and 
  can be extinguished in the same ways as 
  normal ﬁ re can.
  A���
  • 
  1 Broken Warhammer.
  • 
  2d6 Random Gems (Value 10 GP).
  • 
  1 Vial of Fire Essence. This liquid glows 
  in the dark, shedding bright light in 
  a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  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.
  
  16
  B��������
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor.
  B���� B���
  • 
  1 Black Bear Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  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���� H���
  • 
  1d8 Blood 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.
  B����� D����� W�������
  • 
  1d2 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon.
  • 
  1 Bronze Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  1d4 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  1d4 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d6 Rations.
  B���� B���
  • 
  1d4 Brown Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Brown Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  B������
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  B������
  • 
  1d3+1 Bulette Feet. Two bulette feet 
  can be crafted into a set of boots	of	
  striding	and	springing (DMG p. 156) (200 
  gp, 14 days).
  • 
  1 Bulette Plated Hide. Can be crafted 
  into a set of plate armor (1500 gp, 5 
  days) or into a set of half-plate armor 
  (750 gp, 4 days).
  • 
  2d6 Rations.
  
  17
  C������
  • 
  1d8 Chimera Claws. Can be sold for 3 
  gold pieces per claw.
  • 
  1 Chimera Fire Gland. When consumed, 
  the gland functions as a potion	of	�ire	
  breathing.
  • 
  1d2 Chimera Hooves. These hooves can 
  be sold for 10 gold pieces per hoof.
  • 
  1d2 Chimera Wings. Two wings can be 
  crafted into a	cloak	of	protection (DMG p. 
  159) (200 gp, 14 days).
  • 
  2d6 Rations.
  C����
  • 
  1d2 Chuul Pinchers. Two pinchers can 
  be crafted into a greatsword (150 gp, 10 
  days). When attacking with this weapon, 
  you can try to grapple a creature you’re 
  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.
  • 
  2d4 Vials of Chuul Blood. When 
  consumed, you are under the eﬀ ects of 
  the detect	magic spell for 10 minutes. 
  This eﬀ ect isn’t magical.
  C������
  • 
  1 Cloaker Hide. Can be crafted into a 
  cloak	of	displacement (DMG p. 158) (2000 
  gp, 60 days).
  • 
  1 Cloaker Tail. Can be crafted into a 
  shortsword (10 gp, 2 days).
  • 
  1 Set of Cloaker Vocal Cords. Once per 
  day, you can blow into these vocal cords 
  as an action and sound out a horrifying 
  moan. Each creature within 30 feet of 
  you that can hear the moan and that 
  isn’t an aberration must succeed on a 
  DC 13 Wisdom saving throw or become 
  frightened of you until the end of your 
  next turn.
  • 
  1d4 Vials of Cloaker Blood. When 
  consumed, you gain darkvision out to a 
  range of 60 feet for one hour.
  C���� G����
  • 
  1 Cloud Giant Heart. Can be crafted into 
  a potion	of	cloud	giant	strength (DMG p. 
  187) (10000 gp, 150 days)
  • 
  1 Cloud’s Core. Requires attunement by 
  a spellcaster. Can be used as an arcane 
  focus. You may cast each of the spells fog	
  cloud,	misty	step	and gaseous	form once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn.
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an	amulet	of	health 
  (DMG, p. 150), 30% chance that the 
  amulet is an amulet	of	proof	against	
  detection	and	location (DMG, p. 150), and 
  a 60% chance that it is a non-magical 
  tribal amulet.
  C�������
  • 
  1 Broken Club.
  C������� C���
  • 
  1 Non-Crawling Claw. Can be used as an 
  arcane focus.
  
  18
  C��������
  • 
  1 Crocodile Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  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��
  • 
  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.
  • 
  1 Dao Sash. Can be crafted into a cloak 
  or cape (150 gp, 9 days). Requires 
  attunement. When worn, you are 
  immune to the petriﬁ ed condition.
  • 
  1 Earthbreaker Maul. Requires 
  attunement. When you hit a creature 
  with this weapon, you can use your 
  bonus action to force the creature 
  to make a DC 15 Strength saving 
  throw. On a failed save, the creature is 
  knocked prone.
  • 
  1 Vial of Dao Crystalline Powder. 
  Requires attunement by a spellcaster. 
  Can be used as an arcane focus or a 
  druidic focus. You may cast each of the 
  spells stone	shape and move	earth once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn.
  D���������
  • 
  1 Darkmantle Hide. Three hides can be 
  crafted into a darkmantle	cloak (100 gp, 7 
  days). While wearing this cloak, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  • 
  1d4 Rations.
  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�����
  • 
  1 Djinni Sash. Can be crafted into 
  a cloak or cape (2000 gp, 60 days). 
  Requires attunement. When worn, you 
  are resistant to lightning damage.
  • 
  1 Vial of Djinni Wind. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus or a druidic focus. You 
  may cast each of the spells thunderwave	
  and wind	wall once per day. You use your 
  own spellcasting ability and spell save 
  DC when casting these spells, and any 
  spent uses recharge every day at dawn.
  • 
  1d2 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.
  • 
  1 Whirlwind Scimitar. Requires 
  attunement. When you hit a creature 
  with this weapon, you deal an 
  additional 1d6 damage to it. You decide 
  if the type of damage is lightning or 
  thunder damage.
  
  19
  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.
  D����� T�����
  • 
  1d2 Dragon Turtle Eyes. When 
  consumed, you gain darkvision out to a 
  range of 120 feet for one hour.
  • 
  2d10 Dragon Turtle Teeth. Can be sold 
  for 5 gold pieces per tooth.
  • 
  1d2 Large Dragon Turtle Shell Plates. 
  Can be crafted into a shield (400 gp, 17 
  days). Using this shield, you can use your 
  reaction to give yourself resistance to ﬁ re 
  damage. If you use two shell plates, they 
  can be crafted into plate armor (2000 
  gp, 60 days). Wearing this plate armor 
  grants you resistance to ﬁ re damage.
  • 
  1d4 Medium Dragon Turtle Shell Plates. 
  One shell plate can be crafted into an 
  enhanced shield (200 gp, 14 days) which 
  gives you a +1 bonus to armor class. 
  Two shell plates can be crafted into a 
  thicker enhanced shield (2000 gp, 60 
  days) which gives you a +2 bonus to 
  armor class.
  • 
  10d6 Rations.
  • 
  3d12 Small Dragon Turtle Shell Plates. 
  If you have 20 shell plates, you can craft 
  them into scale mail armor (2000 gp, 
  60 days). Requires attunement. While 
  wearing this armor, you have resistance 
  to ﬁ re damage.
  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.
  
  20
  D��� M�����
  • 
  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.
  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.
  E������
  • 
  1 Blazeﬁ re Scimitar. Requires 
  attunement. When you hit a creature 
  with this weapon, you deal an additional 
  1d10 ﬁ re damage to it.
  • 
  1 Efreeti Sash. Can be crafted into 
  a cloak or cape (2000 gp, 60 days). 
  Requires attunement. When worn, you 
  are resistant to ﬁ re damage.
  • 
  1 Vial of Efreeti Smoke. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus or a druidic focus. 
  You may cast each of the spells �ire	shield 
  and wall	of	�ire once per day. You use your 
  own spellcasting ability and spell save 
  DC when casting these spells, and any 
  spent uses recharge every day at dawn.
  • 
  1d2 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  E��
  • 
  1 Elk Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  2d6 Rations.
  E����
  • 
  1 Broken Battleaxe.
  • 
  1 Broken Morningstar.
  • 
  1 Ettin Heart. When consumed, this 
  functions as a potion	of	hill	giant	strength.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  F��� E�������� 
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  
  21
  F��� G����
  • 
  1 Fire Giant Heart. Can be crafted into a 
  potion	of	�ire	giant	strength (DMG p. 187) 
  (1000 gp, 30 days)
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d6 Vials of Fire Giant Blood. When 
  consumed, you gain resistance to ﬁ re 
  damage for one hour.
  F��� S����
  • 
  1d4 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  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����� 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���� D���
  • 
  1d6+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.
  • 
  2d10 Magical Pebbles. One pebble can 
  be used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  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����
  • 
  1d2 Ghast Claw. Can be crafted into 
  a dagger (100 gp, 7 days) or into a 
  shortsword (100 gp, 7 days). Once per 
  day, when you hit a creature with this 
  weapon the creature must succeed on 
  a DC 10 Constitution saving throw or 
  become paralyzed until the beginning of 
  its next turn. If the creature is an elf or 
  undead it automatically succeeds on the 
  saving throw.
  • 
  1 Ghast Stench Gland. As an action, you 
  can throw this gland up to 20 feet away 
  where it will explode in a cloud of stinky 
  gas. Each creature within 5 feet of where 
  the gland landed must succeed on a 
  DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  
  22
  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����
  • 
  1 Ghoul Claw. Can be crafted into 
  a dagger (100 gp, 7 days). Once per 
  day, when you hit a creature with this 
  weapon the creature must succeed on 
  a DC 10 Constitution saving throw or 
  become paralyzed until the beginning of 
  its next turn. If the creature is an elf or 
  undead it automatically succeeds on the 
  saving throw.
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  G���� B��
  • 
  1 Giant Bat Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  G���� C���
  • 
  1 Crab Shell. Two shells can be crafted 
  into a shield (20 gp, 3 days).
  • 
  1d6 Rations.
  G���� C��������
  • 
  1 Giant Crocodile Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  Two sets of armor can be crafted from 
  this hide.
  • 
  1d10 Giant Crocodile Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  4d6 Rations.
  G���� O������
  • 
  1 Giant Octopus Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  G���� R��
  • 
  1 Giant Rat Hide. Four hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d4 Rations.
  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.
  
  23
  G����
  • 
  3d6 Arrows.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Shield.
  • 
  1d2 Broken Spears.
  • 
  1d2 Gnoll Fangs. Can be sold for 3 gold 
  pieces per fang.
  G���� P��� L���
  • 
  3d6 Arrows.
  • 
  1 Broken Chainmail (size Medium).
  • 
  1 Broken Glaive.
  • 
  1 Broken Longbow.
  • 
  1d2 Gnoll Fangs. Can be sold for 3 gold 
  pieces per fang.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  G���
  • 
  1 Goat Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  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����
  • 
  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.
  G����
  • 
  1 Grick Hide. Two grick hides can be 
  crafted into a cloak or cape (75 gp, 6 
  days). When worn, you have advantage 
  on Dexterity (Stealth) checks made to 
  hide in rocky terrain.
  • 
  1d4 Grick Tentacles. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  1d6 Rations.
  
  24
  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���-O���
  • 
  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����
  • 
  1 Broken Club.
  • 
  1d6 Rations.
  • 
  1 Set of Harpy Vocal Cords. Once per 
  day, you can blow into these vocal cords 
  as an action and sound out a magical 
  melody. Each creature within 150 feet 
  of you that can hear the melody must 
  succeed on a DC 11 Wisdom saving 
  throw or become charmed by you until 
  the melody ends. You can use a bonus 
  action on your subsequent turns to 
  continue blowing into the vocal cords, 
  but you cannot do so for longer than 
  one minute.
  H��� H����
  • 
  1 Hell Hound Fire Gland. When 
  consumed, the gland functions as a 
  potion of ﬁ re breathing.
  • 
  1 Hell Hound Hide. Can be crafted into 
  a resistant cloak (1000 gp, 30 days). 
  Requires attunement. When worn, you 
  have resistance to ﬁ re damage.
  • 
  2d4 Hell Hound Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 ﬁ re damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  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 Hezrou Claws. Can be crafted into a 
  longsword (15 gp, 2 days), a shortsword 
  (10 gp, 2 days), or a javelin (2 gp, 1 day).
  • 
  1d4 Hezrou Glands. As an action, you 
  can throw this gland up to 30 feet away 
  where it will explode in a cloud of stinky 
  gas. Each creature within 10 feet of 
  where the gland landed must succeed on 
  a DC 14 Constitution saving throw or be 
  poisoned until the start of its next turn.
  • 
  1 Hezrou Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, ﬁ re, and 
  lightning damage.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  
  25
  H��� G����
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Hill Giant Heart. Can be crafted into a	
  potion	of	hill	giant	strength (DMG p. 187) 
  (100 gp, 2 days)
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet	of	proof	
  against	detection	and	location (DMG, 
  p. 150) and a 90% chance that it is a 
  nonmagical tribal amulet.
  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.
  H��������
  • 
  3d6 Arrows.
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield.
  H�������� C������
  • 
  1 Broken Greatsword.
  • 
  1 Broken Half Plate Armor 
  (size Medium).
  • 
  1d6 Javelins.
  H��� H�����
  • 
  1d2 Hook Horror Eardrums. When 
  consumed, you gain blindsight out to 
  a range of 30 feet for one hour. For the 
  duration, you also have advantage on 
  Wisdom (Perception) checks that rely on 
  hearing. These eﬀ ects do not work if you 
  are deafened.
  • 
  1d2 Hook Horror Hooks. Can be crafted 
  into a greatsword (50 gp, 3 days).
  • 
  2d6 Rations.
  H����� S����
  • 
  1 Hunter Shark Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d10 Hunter Shark Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  H����
  • 
  1 Hydra Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). Two sets of armor 
  can be crafted from this hide.
  • 
  3d10 Hydra Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal 1 additional damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  4d6 Rations.
  • 
  2d6 Vials of Hydra Blood. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute.
  
  26
  H����
  • 
  1 Hyena Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d4 Hyena Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d6 Rations.
  I�� M�����
  • 
  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.
  I�������� S������
  • 
  1d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  2d4 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.
  J���������
  • 
  1 Broken Scimitar.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  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 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.
  
  27
  K��-��� A���������
  • 
  1 Scepter. Requires attunement. 
  Functions as a martial weapon that 
  deals 1d6 bludgeoning damage plus 1d6 
  lightning damage on a hit.
  • 
  2d4 Vials of Kuo-toa Slime. When 
  consumed, you become amphibious for 
  one minute.
  • 
  1d4 Vials of Slippery Goo. As an action, 
  you can pour this goo over a creature. 
  For the next minute, the creature has 
  advantage on ability checks and saving 
  throws made to escape a grapple.
  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 Broken Heavy Club. This weapon, 
  when repaired, functions as a martial 
  weapon that deals 1d6 bludgeoning 
  damage on a hit. It costs 2 gold pieces to 
  repair the weapon.
  • 
  1 Broken Spiked Shield. This weapon, 
  when repaired, functions as a light 
  martial weapon that deals 1d6 piercing 
  damage on a hit and also functions as a 
  shield. You need proﬁ ciency with both to 
  wield it. It costs 20 gold pieces to repair 
  the weapon.
  • 
  1d3 Javelins.
  L��������� S�����
  • 
  1 Shaman’s Staﬀ . Requires attunement. 
  Can be used as a druidic focus. You know 
  the druidcraft cantrip, but only when you 
  are holding onto the staﬀ . Charisma is 
  your spellcasting ability for the cantrip. 
  Once per day, you can also cast each of 
  the following spells: fog	cloud,	heat	metal,	
  plant	growth.
  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.
  M���� M�����
  • 
  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.
  M�����
  • 
  1 Vial of Fire Essence. This liquid glows 
  in the dark, shedding bright light in 
  a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  
  28
  M��������
  • 
  1d4 Manticore Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  2d4 Manticore Tail Spikes. One spike 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these spikes 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  2d6 Rations.
  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��������
  • 
  1 Trident. This weapon is magical.
  • 
  1d4 Mezzoloth Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Mezzoloth Hide. Can be crafted into 
  a set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, 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.
  • 
  1d6 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if aﬀ ected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness.
  • 
  1d4 Vials of Yugoloth Serum. When 
  consumed, you gain resistance to acid 
  and poison damage for one hour.
  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.
  M�� M�����
  • 
  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.
  N����
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  
  29
  N�����
  • 
  1 Nothic Eye. This eye can be crafted 
  into an eye	of	rot (200 gp, 14 days). 
  Requires attunement. While wearing this 
  over your eye, you can use an action to 
  target one creature you can see within 30 
  feet of you. The target must succeed on a 
  DC 12 Constitution saving throw against 
  the magic of the eye or take 3d6 poison 
  damage. Once you have used the item in 
  this way, you can’t do so again until you 
  ﬁ nish a short or long rest.
  • 
  1d2 Vials of Nothic Blood. When 
  consumed, you become strangely aﬃ  xed 
  on the nature of those around you. 
  Within the next hour, you can use an 
  action to target one creature you can see 
  within 30 feet of you. The target must 
  contest its Charisma (Deception) check 
  against the your Wisdom (Insight) check. 
  If you win, you magically learn one fact 
  or secret about the target. The target 
  automatically wins if it is immune to 
  being charmed.
  N�������
  • 
  1 Greataxe. This weapon is magical.
  • 
  1 Nycaloth Hide. Can be crafted into a 
  set of light armor (4000 gp, 90 days). 
  Requires attunement. This armor 
  grants resistance to cold, ﬁ re, and 
  lightning damage.
  • 
  1d2 Nycaloth Wings. Two wings can be 
  crafted into a cloak	of	the	bat (DMG p. 
  159) (2000 gp, 60 days).
  • 
  1 Yugoloth Heart. When consumed, 
  you magically teleport up to 60 feet to 
  an unoccupied space you can see. Any 
  equipment you are wearing or carrying is 
  teleported with you.
  • 
  1d8 Vials of Yugoloth Muk. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if 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.
  O���
  • 
  1 Broken Greatclub.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Javelins.
  O��
  • 
  1 Broken Chain Mail (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Glaive. This weapon is magical.
  • 
  1d2 Oni Eyes. Can be crafted into a 
  potion	of	invisibility (DMG, p. 188) (2000 
  gp, 60 days).
  • 
  2d4 Oni Teeth. One tooth can be used as 
  the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth cast the spell 
  darkness on the area they hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  O��
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1d4 Javelins.
  O�� E�� �� G������
  • 
  1 Broken Ring Mail Armor 
  (size Medium).
  • 
  1 Broken Shield.
  • 
  1d6 Broken Spears.
  
  30
  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������
  • 
  1d10 Peryton 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.
  • 
  1d4 Peryton Talons. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  1d10 Peryton Teeth. Can be sold for 5 
  gold pieces per tooth.
  • 
  1d6 Rations.
  P������
  • 
  1 Piercer Hide. Four piercer hides can 
  be crafted into a pair of	slippers	of	spider	
  climbing (DMG p. 200) (500 gp, 20 days).
  • 
  1d6 Rations.
  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.
  P����� W���
  • 
  1 Purple Worm Hide. Hide. Can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days). 
  Three sets of armor can be crafted from 
  this hide.
  • 
  1d6 Purple Worm Protective Plates. Two 
  plates can be crafted into a set of plate 
  armor (1500 gp, 5 days) or into a set of 
  half-plate armor (750 gp, 4 days).
  • 
  1 Purple Worm Tail Stinger. Can be 
  crafted into a longsword (700 gp, 24 
  days), a lance (700 gp, 24 days), or a 
  rapier (700 gp, 24 days). On a hit, the 
  weapon deals an additional 7 (2d6) 
  poison damage.
  • 
  10d6 Rations.
  • 
  1d8 Vials of Purple Worm Poison. As 
  an action, the poison can be used to 
  coat one slashing or piercing weapon, 
  or up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  of ammunition must make a DC 16 
  Constitution saving throw or take 6d6 
  poison damage on a failed save and half 
  as much damage on a successful one. 
  Once applied, the poison retains its 
  potency for one minute before drying.
  
  31
  R�������
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1d4 Revenant Bones. By crushing one 
  of these bones, you gain the eﬀ ects of 
  the augury spell. By crushing three of 
  these bones, you gain the eﬀ ects of the 
  commune spell.
  • 
  1d6 Revenant Cloak Strips. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you may 
  reroll any 1s and 2s rolled on the damage 
  dice and must keep the second result.
  • 
  1d2 Revenant Eyes. This eye can be 
  crafted into an eye	of	glaring (500 gp, 21 
  days). Requires attunement. Once per 
  day, while wearing this over your eye, you 
  can use an action to target one creature 
  you can see within 30 feet of you. The 
  target must make a DC 15 Wisdom 
  saving throw. On a failure, the target is 
  paralyzed until you deal damage to it, or 
  until the end of your next turn. When the 
  paralysis ends, the target is frightened 
  of you for one minute. The frightened 
  creature can repeat the saving throw 
  at the end of each of its turns, ending 
  the frightened condition on itself on 
  a success.
  • 
  1 Revenant Heart. All undead creatures 
  within 30 feet of the heart are immune to 
  features that turn undead.
  • 
  1 Vial of Ectoplasm. When consumed, 
  you can see into the Ethereal Plane 
  for one hour.
  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���� 
  • 
  2d6 Rations.
  • 
  1 Roper Hide. Can be crafted into a cloak 
  or cape (75 gp, 6 days). When worn, you 
  have advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain 
  and you can attempt to blend in with 
  cave walls.
  • 
  1d10 Roper Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 piercing damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d6 Roper Tendrils. Can be crafted into a 
  whip (200 gp, 14 days). When attacking 
  with this weapon, you can try to grapple 
  a creature you’re 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.
  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.
  
  32
  S���������
  • 
  1d4 Broken Spears.
  • 
  1 Salamander Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to ﬁ re damage.
  • 
  1d6 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  S����
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  S�� H��
  • 
  1d4 Strands of Sea Hag Hair. When 
  consumed, you become amphibious 
  for one hour.
  • 
  1d4 Vials of Sea Hag Blood. When 
  poured over a humanoid that is of size 
  medium or smaller, a magical illusion 
  washes over them, making them 
  look like an ugly creature of vaguely 
  humanoid proportions. This illusion 
  lasts for one hour. A creature can use 
  an action to visually inspect the illusion 
  and succeed on a DC 16 Intelligence 
  (Investigation) check to discern that the 
  humanoid is disguised.
  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.
  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���� M�����
  • 
  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.
  
  33
  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�����
  • 
  1 Ration.
  S�����
  • 
  1 Ounce of Fey Dust. As an action, you 
  can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn.
  • 
  1 Sprite Heart. When consumed, you 
  magically know a creature’s emotional 
  state for one hour, provided that 
  you are touching the creature. If the 
  creature you are touching fails a DC 10 
  Charisma saving throw, you also know 
  the creature’s alignment. Celestials, 
  ﬁ ends, and undead automatically fail the 
  saving throw.
  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���� M�����
  • 
  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.
  S�����
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart.
  S���� G����
  • 
  2d6 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.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d8 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  S���� �� B���
  • 
  1d6 Rations.
  S���� �� Q�������
  • 
  1d6 Rations.
  T���
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Mace.
  • 
  2d6 Crossbow Bolts.
  
  34
  T����� W������
  • 
  1 Broken Hide Armor.
  • 
  1d4 Broken Spears.
  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.
  U���� H���
  • 
  2d6 Rations.
  • 
  1d4 Umber Hulk Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Umber Hulk Head. Can be crafted into 
  a helmet (2000 gp, 30 days). Requires 
  attunement. While wearing this helm, 
  you can target a creature within 30 feet 
  of you and force it to make a DC 15 
  Charisma saving throw. On a failed save, 
  the creature can’t take reactions until 
  the start of its next turn and rolls a d8 to 
  determine what it does during that turn. 
  On a 1 to 4, the creature does nothing. 
  On a 5 or 6, the creature takes no action 
  but uses all its movement to move in 
  a random direction. On a 7 or 8, the 
  creature makes one melee attack against 
  a random creature, or it does nothing if 
  no creature is within reach.
  • 
  1d2 Umber Hulk Mandibles. Can be 
  crafted into a battleaxe (10 gp, 2 days).
  V������ S����
  • 
  1d4 Vampire Claws. Can be crafted into 
  a dagger (2 gp, 1 day).
  • 
  1d2 Vampire Fangs. One fang can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 3d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been ﬁ red, it loses these properties.
  • 
  1d10 Vampire Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  ﬁ red, it loses these properties.
  V������
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  V����� F�����
  • 
  1 Violet Fungus Tendril. Can be used 
  as an additional material component 
  when casting spells that deal necrotic 
  damage. When used in this way, you deal 
  an additional 1d4 necrotic damage when 
  you cast the spell.
  • 
  1d6 Rations.
  
  35
  V����
  • 
  1 Set of Vrock Vocal Cords. Once per 
  day, you can blow into these vocal cords 
  as an action and sound out a stunning 
  screech. Each creature within 30 feet of 
  you that can hear the screech and that 
  isn’t a demon must succeed on a DC 14 
  Constitution saving throw or become 
  stunned until the end of your next turn.
  • 
  1 Spore Pocket. As an action, you can 
  throw this spore pocket at a point within 
  30 feet of you where it will explode in 
  a cloud of spores. These spores spread 
  around corners. Each creature within 10 
  feet of where the spore pocket landed 
  must succeed on a DC 14 Constitution 
  saving throw or be poisoned. While 
  poisoned in this way, a target takes 1d10 
  poison damage at the start of each of 
  its turns. A target can repeat the saving 
  throw at the end of each of its turns, 
  ending the eﬀ ect on itself on a success.
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  • 
  2d6 Vrock Feathers. Two feathers can 
  be used as ﬂ etching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  ignore any resistances to magical or 
  nonmagical piercing damage. After the 
  ammunition has been ﬁ red, it loses 
  this property.
  W�� H����
  • 
  2d6 Rations.
  • 
  1 Warhorse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  W���� E��������
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are 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.
  W���� W����
  • 
  1d2 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d2 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are 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.
  W�������
  • 
  1 Broken Maul.
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d4 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  
  36
  W�������
  • 
  1 Broken Spear.
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  W����
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  1 Wight Heart. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 4d6 necrotic damage when 
  you cast the spell and you regain hit 
  points equal to the amount of necrotic 
  damage dealt.
  W���-�-W���
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  • 
  1d4 Wisps of Light. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you may reroll 
  any 1s and 2s rolled on the damage dice 
  and must keep the second result.
  W���
  • 
  1d6 Rations.
  • 
  1 Wolf Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  W���
  • 
  2d6 Rations.
  • 
  1 Worg Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  W�����
  • 
  2d6 Rations.
  • 
  1 Wyvern Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1 Wyvern Stinger. Can be crafted into 
  a shortsword (200 gp, 14 days), or 
  a longsword (200 gp, 14 days). This 
  weapon deals an additional 1d6 poison 
  damage on a hit.
  • 
  1d12 Wyvern Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  X���
  • 
  1d3 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.
  • 
  1d12 Xorn Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  1d6 bludgeoning damage. After the 
  ammunition has been ﬁ red, it loses 
  this property.
  
  37
  Y���� R�� D�����
  • 
  1d2 Red 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 Red Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 ﬁ re 
  damage with this weapon.
  • 
  1 Red Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to ﬁ re damage.
  • 
  2d4 Red Dragon Scales. If you have 20 
  scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to ﬁ re damage.
  • 
  2d4 Red Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 ﬁ re damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d2 Young Red Dragon Wings. One wing 
  can be crafted into a resistant cloak (200 
  gp, 14 days). Requires attunement. When 
  worn, you can use your reaction to give 
  yourself resistance to ﬁ re damage.
  • 
  2d6 Rations.
  Z�����
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Princes of the Apocalypse [Print Friendly].pdf