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.
  ALSO BY ANNE GREGERSEN
  
  3
  HOW TO USE THIS BOOK?
  Killing Humanoid Enemies
  6
  Harvesting Checks
  6
  Harvest Time
  7
  Time of Death
  7
  Types of Loot
  7
  NEW MONSTERS
  Animated Table 
  9
  Barghest 
  9
  Belak the Druid 
  9
  Centaur Mummy 
  9
  Champion 
  9
  Choker
  9
  Conjurer 
  10
  Deathlock Wight 
  10
  Diseased Giant Rat
  10
  Dread Warrior 
  10
  Duergar Spy 
  10
  Enchanter 
  10
  Evoker 
  11
  Giant Crayﬁ sh 
  11
  Giant Ice Toad 
  11
  Giant Lightning Eel 
  11
  Giant Skeleton 
  11
  Giant Subterranean Lizard 
  11
  Greater Zombie 
  11
  Illusionist 
  11
  Kalka-Kylla 
  11
  Kelpie 
  11
  Leucrotta 
  12
  Malformed Kraken 
  12
  Martial Arts Adept 
  12
  Necromancer 
  12
  Nereid 
  13
  Ooze Master 
  13
  Sea Lion 
  13
  Sharwyn Hucrele 
  13
  Sir Braford 
  13
  Siren 
  13
  Tarul Var 
  13
  Tecuziztecatl 
  14
  Thayan Apprentice 
  14
  Thayan Warrior 
  14
  Thorn Slinger 
  14
  Transmuter 
  14
  Vampiric Mist 
  14
  White Maw 
  14
  Yusdrayl 
  14
  CREATURES FROM THE 
  MONSTER MANUAL
  Aboleth
  15
  Acolyte
  15
  Adult Red Dragon
  15
  Air Elemental
  16
  Animated Armor
  16
  Ape
  16
  Assassin
  16
  Baboon
  16
  Behir
  16
  Beholder
  16
  Black Dragon Wyrmling
  17
  Black Pudding
  17
  Brown Bear
  17
  Bugbear
  17
  Bugbear Chief
  17
  Carrion Crawler
  18
  Centaur
  18
  Chimera
  18
  Clay Golem
  18
  Cloud Giant 
  18
  Cockatrice
  18
  Commoner
  19
  Constrictor Snake
  19
  Couatl
  19
  Cult Fanatic
  19
  Demilich
  19
  Deva
  19
  Dire Wolf
  20
  TABLE OF CONTENTS
  
  4
  Displacer Beast
  20
  Doppelganger
  20
  Dragon Turtle
  20
  Drow
  21
  Drow Elite Warrior
  21
  Drow Mage
  21
  Drow Priestess of Lolth
  21
  Druid
  21
  Duergar 
  21
  Efreet
  22
  Empyrean
  22
  Ettin
  22
  Fire Elemental
  23
  Fire Giant
  23
  Fire Snake
  23
  Flesh Golem
  23
  Flying Sword
  23
  Frost Giant
  23
  Gargoyle
  24
  Gas Spore
  24
  Gelatinous Cube
  24
  Ghost
  24
  Ghoul
  24
  Giant Centipede
  24
  Giant Constrictor Snake
  24
  Giant Crab
  24
  Giant Crocodile
  25
  Giant Fire Beetle
  25
  Giant Frog
  25
  Giant Hyena
  25
  Giant Lizard
  25
  Giant Rat
  25
  Giant Scorpion
  25
  Giant Spider
  25
  Giant Weasel
  25
  Giant Wolf Spider
  25
  Gibbering Mouther
  26
  Glabrezu
  26
  Gnoll
  26
  Goblin
  26
  Gorgon
  26
  Gray Ooze
  27
  Grell
  27
  Grick
  27
  Gynosphinx
  27
  Hell Hound
  28
  Helmed Horror
  28
  Hezrou
  28
  Hill Giant
  28
  Hobgoblin
  28
  Hook Horror
  28
  Hunter Shark
  29
  Hydra
  29
  Ice Mephit
  29
  Invisible Stalker
  29
  Knight 
  29
  Kobold
  29
  Kuo-toa
  29
  Lion
  30
  Manes
  30
  Manticore
  30
  Mastiﬀ 
  30
  Merrow
  30
  Mind Flayers
  30
  Mummy Lord
  31
  Nalfeshnee
  31
  Noble
  31
  Ochre Jelly
  31
  Ogre
  31
  Ogre Zombie
  31
  Oni
  32
  Orc
  32
  Orc Eye of Gruumsh
  32
  Orog
  32
  Otyugh
  32
  Owlbear
  32
  Panther
  33
  Peryton
  33
  Piercer
  33
  Poisonous Snake
  33
  Polar Bear
  33
  Priest
  33
  Quasit
  33
  Rakshasa
  33
  Rat
  34
  Remorhaz
  34
  Roper
  34
  Rug of Smothering
  34
  
  5
  Sahuagin
  34
  Sahuagin Baron
  34
  Sahuagin Priestess 
  35
  Scout
  35
  Sea Hag
  35
  Shadow
  35
  Shambling Mound
  35
  Skeleton
  35
  Specter
  35
  Spirit Naga
  35
  Spy
  36
  Steam Mephit
  36
  Stirge
  36
  Stone Giant
  36
  Stone Golem
  36
  Succubus
  37
  Swarm of Bats
  37
  Swarm of Poisonous Snakes
  37
  Swarm of Rats
  37
  Tiger
  37
  Tribal Warrior
  37
  Troglodyte
  37
  Troll
  37
  Twig Blights
  37
  Vampire
  38
  Vampire Spawn
  38
  Veteran
  38
  Vrock
  38
  Water Weird
  39
  Wererat
  39
  Weretiger
  39
  Werewolf
  39
  White Dragon Wyrmling
  40
  Wight
  40
  Will-o’-Wisp
  40
  Winter Wolf
  40
  Wraith
  40
  Yeti
  41
  Young Black Dragon
  41
  Young White Dragon
  41
  Yuan-ti Malison 
  42
  Zombie
  42
  
  6
  HOW TO USE THIS BOOK?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might ﬁ nd 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are diﬀ erent types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to ﬁ t the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are ﬁ ghting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  KILLING HUMANOID ENEMIES
  Many humanoid enemies exist within the 
  worlds of DUNGEONS & DRAGONS. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and ﬂ esh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  HARVESTING CHECKS
  There are a few ways to harvest the monsters 
  found in the worlds of DUNGEONS & DRAGONS,
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  ABILITY CHECK
  When a character attempts to harvest a 
  creature, they must ﬁ rst succeed on a speciﬁ c 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better ﬁ t the nature of the game at hand. 
  TYPE OF ABILITY CHECK
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  7
  TOOL CHECK
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  ﬁ nesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the ﬁ eld. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  HARVEST TIME
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get 
  a portion of the loot. The amount of loot they 
  get in such a situation varies and is decided 
  by the DM. 
  TIME SPEND HARVESTING
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  TIME OF DEATH
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  ﬂ esh enough that rations can be harvested. 
  TYPES OF LOOT
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken
  descriptor, the item was damaged prior 
  to ﬁ ghting or during the ﬁ ght in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proﬁ ciency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  8
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their beneﬁ ts and cannot 
  be reused. To consume these 
  items, they ﬁ rst need to be 
  treated using a speciﬁ c tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the ﬁ nished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no beneﬁ t from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and 
  can be changed to ﬁ t the nature of the game 
  being played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proﬁ ciency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  The same is the case for items 
   by a 
  treated using a speciﬁ c tool set. 
  The consumable can be turned 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  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 
   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 
  
  9
  _____________________________
  NEW MONSTERS
  _____________________________
  ANIMATED TABLE 
  • 
  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.
  BARGHEST 
  • 
  1d2 Barghest Claws. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells levitate and pass without 
  trace once per day. You use your own 
  spellcasting ability and spell save DC 
  when casting these spells, and any spent 
  uses recharge every day at dawn.
  • 
  1d2 Barghest Eyes. When consumed, 
  you have blindsight out to a range of 60 
  feet for one hour.
  • 
  1 Barghest Hide. Can be crafted into a 
  set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to acid damage.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  BELAK THE DRUID 
  • 
  3 Potions of Healing.
  • 
  2 Vials of Antitoxin. 
  • 
  1 Wand of Entangle (see Appendix A in 
  Tales from the Yawning Portal). 
  CENTAUR MUMMY 
  • 
  1 Broken Pike. 
  • 
  1 Centaur Mummy Skull. Can be crafted 
  into a helmet of dreadful glaring (200 
  gp, 14 days). Requires attunement. As a 
  bonus action, you can target one creature 
  you can see within 60 feet of you. If the 
  target can see you, it must succeed on 
  a DC 11 Wisdom saving throw against 
  this magic or become frightened until the 
  end of your next turn. If the target fails 
  the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once 
  you have used the item in this way, you 
  can’t do so again until you ﬁ nish a short 
  or long rest.
  • 
  2d6 Mummy Wrapping 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.
  CHAMPION 
  • 
  1 Broken Greatsword.
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  3d6 Crossbow Bolts.
  CHOKER
  • 
  1d2 Choker Feet. Two feet can be crafted 
  into a pair of slippers of spider climbing
  (DMG p. 200) (500 gp, 20 days).
  • 
  1d2 Choker Tentacles. Can be crafted 
  into a whip (200 gp, 14 days). When 
  attacking with this weapon, you can try 
  to grapple a creature you’re ﬁ ghting. 
  
  10
  On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 15) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target.
  • 
  1d4 Vials of Choker Slime. When 
  consumed, you can take an extra action 
  on your next turn.
  CONJURER 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Broken Dagger.
  • 
  1 Spellbook. It has in it the following 
  spells: mage armor, stoneskin, web, 
  unseen servant.
  • 
  1d6 Vials.
  DEATHLOCK WIGHT 
  • 
  1d2 Deathlock Eyes. When consumed, 
  you can change your appearance as if 
  casting the disguise self spell. This eﬀ ect 
  lasts for one hour.
  • 
  1 Deathlock Heart. When consumed, you 
  gain the beneﬁ ts of the detect magic spell 
  for one hour.
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 
  feet of you. The creature must succeed 
  on a DC 13 Wisdom saving throw or 
  be frightened of you for one minute 
  on a failed save. A frightened creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect 
  on a success.
  • 
  1d6 Vials of Deathlock Blood. Can 
  be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you deal an additional 2d8 necrotic 
  damage when you cast the spell.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  DISEASED GIANT RAT
  • 
  1 Giant Rat Hide. Four hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  DREAD WARRIOR 
  • 
  1 Broken Battleaxe. 
  • 
  1d4 Javelins. 
  • 
  1 Vial of Dread Warrior Essence. When 
  consumed, you are given the fortitude 
  of an undead entity for the next hour. If 
  damage reduces you to 0 hit points, you 
  must make a Constitution saving throw 
  with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a 
  critical hit. On a success, you drop to 1 
  hit point instead. 
  DUERGAR SPY 
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Studded Leather Armor. 
  • 
  3d6 Crossbow Bolts. 
  • 
  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. 
  ENCHANTER 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Broken Quarterstaﬀ .
  • 
  1 Spellbook. It has in it the following 
  spells: charm person, haste, hold 
  monster, magic missile.
  • 
  1d6 Vials.
  
  11
  EVOKER 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Broken Quarterstaﬀ .
  • 
  1 Spellbook. It has in it the following 
  spells: burning hands, ﬁ reball, ice 
  storm, misty step.
  • 
  1d6 Vials.
  GIANT CRAYFISH 
  • 
  1 Giant Crayﬁ sh Hide. Can be crafted 
  into scale mail armor (50 gp, 5 days). 
  • 
  2d6 Rations. 
  GIANT ICE TOAD 
  • 
  1 Ice Toad Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d6 Ice Toad Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d8 cold damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property. 
  • 
  2d6 Rations.
  GIANT LIGHTNING EEL 
  • 
  1 Giant Lightning Eel Hide. Can be 
  crafted into a set of light armor (2000 gp, 
  60 days). While wearing this armor, you 
  have resistance to lightning damage.
  • 
  2d6 Giant Lightning Eel Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d8 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property. 
  • 
  2d6 Rations. 
  GIANT SKELETON 
  • 
  1 Broken Scimitar. 
  GIANT SUBTERRANEAN LIZARD 
  • 
  1 Giant Subterranean Lizard Hide. Can 
  be crafted into leather armor (10 gp, 2 
  days) or studded leather armor (45 gp, 3 
  days). Two sets of armor can be crafted 
  from this hide. 
  • 
  4d6 Rations. 
  GREATER ZOMBIE 
  • 
  1d2 Zombie Hands. Can be used as an 
  arcane focus.
  ILLUSIONIST 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Broken Quarterstaﬀ .
  • 
  1 Spellbook. It has in it the following 
  spells: color spray, major image, 
  phantasmal force, phantom steed.
  • 
  1d6 Vials.
  KALKA-KYLLA 
  • 
  2d6 Rations. 
  • 
  1 Kalka-Kylla Shell. Can be crafted into 
  a set of retractable plate armor (2000 
  gp, 30 days). While wearing this armor, 
  you can use a bonus action to retract or 
  emerge from the armor. While retracted, 
  you gain a +4 bonus to AC, and you 
  have a speed of 0 and can’t beneﬁ t from 
  bonuses to your speed. 
  KELPIE 
  • 
  2d4 Strands of Kelpie Seaweed. Can 
  be used as an additional material 
  component when casting spells that 
  charm another creature. When used 
  in this way, the target of the spell has 
  disadvantage on the saving throw of the 
  spell, if it must make one. 
  
  12
  LEUCROTTA 
  • 
  1d4 Leucrotta Legs. Can be crafted into 
  a maul (10 gp, 2 days).
  • 
  1d10 Leucrotta Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. If you score a critical 
  hit while using ammunition made from 
  these teeth, you roll the damage dice 
  three times instead of twice.
  • 
  1 Leucrotta Tongue. When consumed, 
  you can mimic animal sounds and 
  humanoid voices for one hour. A creature 
  that hears the sounds can tell they are 
  imitations with a successful DC 14 
  Wisdom (Insight) check.
  • 
  2d6 Rations.
  MALFORMED KRAKEN 
  • 
  1d2 Malformed Kraken Eyes. When 
  consumed, you gain truesight out to a 
  range of 15 feet for one hour. 
  • 
  1 Malformed Kraken Hide. Can be 
  crafted into  a set of light armor (3000 
  gp, 75 days). Requires attunement. While 
  wearing this armor, you have resistance 
  to lightning damage. In addition, you 
  ignore diﬃ  cult terrain, and magical 
  eﬀ ects can’t reduce your speed or cause 
  you to be restrained. Two sets of armor 
  can be crafted from this hide. 
  • 
  1d2 Malformed Kraken Lightning 
  Sparkers. As an action, you slam this 
  sparker into the ground, shattering it. 
  Three random creatures within 60 feet of 
  you must make a DC 18 Dexterity saving 
  throw, taking 4d10 lightning damage on 
  a failed save, or half as much damage on 
  a successful one. 
  • 
  2 Kraken Bones. Two bones can be 
  crafted into plate armor (4000 gp, 80 
  days) or half-plate armor (3500 gp, 
  80 days). Requires attunement. While 
  wearing this armor, you have resistance 
  to lightning damage. In addition, you 
  ignore diﬃ  cult terrain, and magical 
  eﬀ ects can’t reduce your speed or cause 
  you to be restrained. 
  • 
  1d2 Kraken Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours. 
  • 
  2d10 Kraken 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. 
  • 
  1d4 Kraken Tentacles. Can be crafted 
  into a maul (20 gp, 3 days). This weapon 
  deals double damage to objects and 
  structures. 
  • 
  4d6 Rations. 
  • 
  3d6 Vials of Kraken Ink. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a cloud 
  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. 
  MARTIAL ARTS ADEPT 
  • 
  1d10 Darts.
  NECROMANCER 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: animate dead, blight, 
  cloudkill, false life.
  • 
  1d6 Vials.
  
  13
  NEREID 
  • 
  2d4 Ounces of Fey Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn. 
  • 
  1 Nereid Mantle. Requires attunement. 
  While wearing this mantle, you have an 
  AC of 13 unless granted a higher AC by 
  other factors, and you have 36 additional 
  hit points. If you drop to 0 hit points 
  while wearing the mantle, the mantle 
  is destroyed. 
  • 
  1d4 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. 
  OOZE MASTER 
  • 
  2d4 Vials of Acid. 
  • 
  4d6 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. 
  SEA LION 
  • 
  2d6 Rations.
  • 
  1 Sea Lion Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  SHARWYN HUCRELE 
  • 
  1 Broken Dagger. 
  • 
  1 Hucrele Gold Signet Ring. Can be 
  sold for 20 gp. 
  • 
  1 Spellbook. It has in it the following 
  spells: color spray, detect magic, magic 
  missile, shield, silent image, sleep. 
  SIR BRAFORD 
  • 
  1 Broken Chain Mail Armor. 
  • 
  1 Broken Shield. 
  • 
  1 Shatterspike. (See Appendix A in Tales 
  from the Yawning Portal.)
  SIREN 
  • 
  1 Broken Shortsword.
  • 
  1d6 Ounces of Fey Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn. 
  • 
  1d2 Vials of Siren Spirit Essence. When 
  consumed, you become amphibious 
  for one hour. 
  TARUL VAR 
  • 
  2d10 Lich Bones. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 1d6 necrotic damage when 
  you cast the spell. 
  • 
  1d2 Lich Eyes. Can be crafted into 
  a wand of fear (DMG p. 210) (2000 
  gp, 30 days).
  • 
  1d2 Lich Hands. Requires attunement. 
  Can be used as an arcane focus. You 
  know the ray of frost cantrip, but only 
  
  14
  when you are holding onto the hand. 
  Charisma is your spellcasting ability for 
  the cantrip.
  • 
  1 Necromancer’s Robe. Requires 
  attunement by a spellcaster. You have 
  resistance to poison damage and you 
  cannot be frightened as long as you are 
  wearing this robe. In addition, any allied 
  undead creatures within 300 feet of you 
  and any undead creatures under your 
  control have advantage on saving throws 
  against any eﬀ ect that turns undead. 
  • 
  1 Spellbook. It has in it the following 
  spells: counterspell, dimension door, 
  Evard’s black tentacles, scrying, shield, 
  unseen servant.
  TECUZIZTECATL 
  • 
  2d6 Rations. 
  • 
  1d6 Vials of Acid. 
  THAYAN APPRENTICE 
  • 
  1 Broken Dagger.
  • 
  1 Spellbook. It has in it the following 
  spells: blur, burning hands, mage armor. 
  THAYAN WARRIOR 
  • 
  1 Broken Chain Shirt.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield. 
  • 
  1d4 Javelins. 
  THORN SLINGER 
  • 
  1d8 Thorns. Functions as a dart. 
  • 
  1d2 Vials of Blossom Adhesive. When 
  poured on a Medium or smaller creature, 
  the creature becomes adhesive for 1 
  minute. While adhesive, the creature 
  adheres to anything that it touches or 
  that touches it. A Medium or smaller 
  creature adhered to the adhesive 
  creature is also grappled by it (escape 
  DC 11). The adhesive creature also 
  automatically succeeds on climbing 
  checks as long as it is adhesive.  
  TRANSMUTER 
  • 
  1 Arcane Focus.
  • 
  1 Book.
  • 
  1 Broken Quarterstaﬀ .
  • 
  1 Spellbook. It has in it the following 
  spells: alter self, knock, polymorph, slow.
  • 
  1d6 Vials.
  VAMPIRIC MIST 
  • 
  1d10 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 
  feet of you. The creature must succeed 
  on a DC 13 Wisdom saving throw or 
  be frightened of you for one minute 
  on a failed save. A frightened creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect 
  on a success.
  • 
  1d6 Ounces of Vampire Dust. When 
  consumed, you turn into a cloud of mist 
  as if subjected to the gaseous form spell. 
  This eﬀ ect lasts for one hour.
  • 
  1d8 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  WHITE MAW 
  • 
  4d8 Vials of Acid. 
  • 
  6d8 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 
  white 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. 
  YUSDRAYL 
  • 
  1 Broken Dagger.  
  
  15
  The following creatures from the Monster 
  Manual appear in Tales from the Yawning 
  Portal, 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.
  ABOLETH
  • 
  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.
  • 
  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.
  ACOLYTE
  • 
  1 Broken Club.
  • 
  1 Flask of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the acolyte.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  ADULT RED DRAGON
  • 
  1 Adult Red Dragon Fire Gland. As an 
  action, you can throw this gland up to 
  30 feet away where it will burst in a ﬁ ery 
  explosion. Each creature within 10 feet 
  of where the gland landed must succeed 
  on a DC 21 Dexterity saving throw, 
  taking 18d6 ﬁ re damage on a failed save, 
  or half as much damage on a successful 
  one. The gland is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not.
  • 
  1d6 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 Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 ﬁ re 
  damage with this weapon.
  • 
  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. Two sets of 
  armor can be crafted from this hide.
  • 
  2d8 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.
  • 
  2d8 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 Red Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  
  16
  gp, 30 days). Requires attunement. When 
  worn, you have resistance to ﬁ re damage.
  • 
  4d6 Rations.
  • 
  1d2 Rubies.
  AIR ELEMENTAL
  • 
  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.
  ANIMATED ARMOR
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  APE
  • 
  1 Ape Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  ASSASSIN
  • 
  1 Broken Light Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor.
  • 
  1 Set of Thieves’ Tools.
  • 
  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.
  • 
  1d2 Vials of Poison.
  BABOON
  • 
  1 Baboon Hide. Four hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d4 Rations.
  BEHIR
  • 
  4d6 Behir Claws. Can be sold for 10 gold 
  pieces per claw.
  • 
  1d2 Behir Fangs. Can be crafted into a 
  dagger (250 gp, 14 days). This weapon 
  deals an additional 1d6 lightning damage 
  on a hit. It also deals an additional 1d6 
  damage against dragons.
  • 
  1 Behir Hide. Can be crafted into a set of 
  resistant light armor (1500 gp, 40 days). 
  While wearing this armor, you have 
  resistance to lightning damage.
  • 
  4d6 Rations.
  • 
  1d6 Vials of Behir Blood. Can be used as 
  an additional material component when 
  casting spells that deal lightning damage. 
  When used in this way, you may reroll 
  any 1s and 2s rolled on the damage dice 
  and must keep the second result.
  BEHOLDER
  • 
  1d4 Beholder Eyestalks. Once per day, 
  the eye stalk can ﬁ re one beholder eye 
  ray. The type of ray being ﬁ red depends 
  on the type of eye stalk it was shot from. 
  The type of eye stalk is determined at 
  random when the stalk is harvested.
  • 
  4d6 Beholder Teeth. These teeth can be 
  sold for 10 gold pieces per tooth.
  • 
  1 Large Beholder Eye. Can be crafted 
  into an antimagic shield (2500 gp, 75 
  days). Requires attunement. Once per 
  day, you can cast the antimagic ﬁ eld
  
  17
  spell using the shield with the following 
  changes: the duration of the spell is 
  one minute and the eﬀ ects of the spell 
  only exist in a 60 foot cone originating 
  from the shield.
  • 
  1d4 Small Beholder Eyes. Can be used 
  as an additional material component 
  when casting spells that deal psychic 
  damage. When used in this way, you may 
  reroll any 1s and 2s rolled on the damage 
  dice and must keep the second result.
  • 
  1d6 Vials of Beholder Blood. When 
  consumed, you become hyper aware of 
  your surroundings and the actions of 
  other people. You have advantage on 
  Wisdom (Insight) checks and on Wisdom 
  (Perception) checks that rely on sight. 
  This eﬀ ect lasts for eight hours.
  BLACK DRAGON WYRMLING
  • 
  1d2 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.
  • 
  1 Black Dragon Fang. 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.
  • 
  1d4 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.
  • 
  1d4 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.
  • 
  1d6 Rations.
  BLACK PUDDING
  • 
  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.
  BROWN BEAR
  • 
  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.
  BUGBEAR
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  BUGBEAR CHIEF
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1 Heart of Hruggek. When consumed, 
  you gain advantage on saving throws 
  against being charmed, frightened, 
  paralyzed, poisoned, stunned, or put to 
  sleep for one hour.
  • 
  1d2 Javelins.
  
  18
  CARRION CRAWLER
  • 
  1d2 Carrion Crawler Tentacle. Can be 
  crafted into a whip (300 gp, 20 days). 
  The whip deals an additional 1d4 poison 
  damage on a hit. Once per day on a 
  hit, you can force the target to make a 
  DC 13 Constitution saving throw. On a 
  failed save, it is poisoned for 1 minute. 
  Until this poison ends, the creature 
  is paralyzed. The target can repeat 
  the saving throw at the end of each of 
  its turns, ending the poison on itself 
  on a success.
  • 
  2d6 Rations.
  CENTAUR
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Pike.
  • 
  1 Tuft of Centaur Hair. Two tufts be 
  crafted into a rope of climbing (DMG p. 
  197) (200 gp, 14 days).
  CHIMERA
  • 
  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 
  ﬁ re 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.
  CLAY GOLEM
  • 
  1d6 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 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.
  • 
  1d4 Vials of Liquid Clay. When 
  consumed, you gain resistance to acid 
  damage for one hour.
  CLOUD GIANT 
  • 
  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.
  COCKATRICE
  • 
  1 Vial of Cockatrice Venom. When 
  consumed, you must succeed on a 
  DC 11 Constitution saving throw or 
  become petriﬁ ed and turn to stone. You 
  will remain petriﬁ ed for 24 hours, after 
  which the petriﬁ ed eﬀ ect ends.
  
  19
  COMMONER
  • 
  1 Broken Club.
  CONSTRICTOR SNAKE
  • 
  1 Constrictor Snake Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  COUATL
  • 
  1d6 Celestial 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 1d8 radiant damage 
  on a hit. After the ammunition has been 
  ﬁ red, it loses this property.
  • 
  1d2 Couatl Fangs. Can be crafted into 
  a dagger (200 gp, 14 days). Requires 
  attunement. Once per day, you can use 
  the weapon to force a creature you 
  hit with the weapon to make a DC 13 
  Constitution saving throw. On a failed 
  save, the creature falls unconscious for 
  24 hours or until it is woken up by taking 
  damage or by another creature using an 
  action to shake it awake.
  • 
  1 Couatl Hide. Can be crafted into a 
  cloak of nondetection (200 gp, 14 days). 
  While wearing this cloak, you become 
  immune to scrying and to any eﬀ ect that 
  would sense your emotions, read your 
  thoughts, or detect your location as long 
  as you are wearing the cloak.
  CULT FANATIC
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Dagger.
  • 
  1 Symbol of the cultist’s order.
  DEMILICH
  • 
  1d2 Demilich Eyes. 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.
  • 
  1 Demilich Skull. Once per day, you 
  can open the mouth of this skull and 
  let a horrible howl escape its maw. All 
  creatures within 30 feet of the skull, 
  including yourself, that can hear the howl 
  must succeed on a DC 15 Constitution 
  saving throw or become frightened of the 
  skull until the end of their next turn.
  • 
  4d6 Demilich Teeth. Can be sold for 20 
  gold pieces per tooth.
  • 
  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.
  • 
  2d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  DEVA
  • 
  1 Divine Tongue. When consumed, you 
  gain the beneﬁ ts of the tongues spell for 
  eight hours.
  • 
  2d4 Celestial 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 1d8 radiant damage 
  on a hit. After the ammunition has been 
  ﬁ red, it loses this property.
  • 
  1 Holy Mace. Requires attunement 
  by a creature with a good alignment. 
  This is a magical mace, which deals 
  an additional 1d8 radiant damage on a 
  
  20
  hit. The mace deals an additional 1d8 
  radiant damage if the targeted creature 
  is a ﬁ end or undead.
  • 
  1 Set of Divine Bracers. Requires 
  attunement by a creature with a 
  good alignment. While wearing these 
  magical bracers, you have +1 to AC and 
  resistance to radiant damage.
  • 
  1d2 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing.
  DIRE WOLF
  • 
  1 Dire Wolf Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d8 Dire Wolf 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.
  DISPLACER BEAST
  • 
  1 Displacer Beast Hide. Can be crafted 
  into a cloak of displacement (DMG p. 
  158) (2000 gp, 60 days).
  • 
  1d2 Displacer Beast Tentacle. Can be 
  crafted into a mace (100 gp, 7 days). On 
  a hit, you deal an additional 1d4 piercing 
  damage with this weapon.
  • 
  2d6 Rations.
  DOPPELGANGER
  • 
  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.
  DRAGON TURTLE
  • 
  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.
  
  21
  DROW
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  DROW ELITE WARRIOR
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  2d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake.
  • 
  1 Vial of Basic Poison.
  DROW MAGE
  • 
  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.
  DROW PRIESTESS OF LOLTH
  • 
  1 Broken Scale Mail Armor 
  (size Medium).
  • 
  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 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.
  DRUID
  • 
  1d4 Day Rations.
  • 
  1 Druidic Focus.
  • 
  1 Quarterstaﬀ .
  • 
  1 Waterskin.
  DUERGAR 
  • 
  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.
  
  22
  EFREET
  • 
  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 
  ﬁ re shield and wall of ﬁ re 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.
  EMPYREAN
  • 
  1 Divine Tongue. When consumed, you 
  gain the beneﬁ ts of the tongues spell for 
  eight hours.
  • 
  1d2 Empyrean Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour.
  • 
  1d2 Empyrean Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells greater restoration, pass 
  without trace, and water breathing once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn.
  • 
  1 Sash of the Chosen. Requires 
  attunement. While you are wearing this 
  sash around your waist and no other 
  armor you have a +1 bonus to armor 
  class, you have advantage on initiative 
  checks, and your weapon attacks 
  are magical.
  • 
  1 Set of Empyrean Boots. Requires 
  attunement. These magical boots change 
  in size to ﬁ t the creature wearing them. 
  Once per day, you can use an action to 
  put your foot down hard on the ground, 
  triggering an earth tremor. All other 
  creatures on the ground within 30 feet of 
  you must succeed on a DC 17 Strength 
  saving throw or be knocked prone.
  • 
  1 Set of Empyrean Bracers. Requires 
  attunement. These magical bracers 
  change in size to ﬁ t the creature wearing 
  them. Once per day, you can use an 
  action to slam the bracers together, 
  sending out an echoing hum that bolsters 
  your allies. All non-hostile creatures 
  within 60 feet of you are bolstered by the 
  sound until the end of your next turn. 
  Bolstered creatures are immune to being 
  charmed or frightened, and they have 
  advantage on ability checks and saving 
  throws until the end of your next turn.
  • 
  2d4 Tufts of Empyrean Hair. Can be used 
  as an additional material component 
  when casting spells that deal acid, cold, 
  ﬁ re, force, lightning, radiant, or thunder 
  damage. When used in this way, you deal 
  an additional 3d6 damage when you 
  cast the spell.
  • 
  1d3 Vials of Empyrean Blood. When 
  consumed, this functions as a potion of 
  stone giant strength.
  ETTIN
  • 
  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.
  
  23
  FIRE ELEMENTAL
  • 
  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.
  FIRE GIANT
  • 
  1 Fire Giant Heart. Can be crafted into 
  a potion of ﬁ re 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.
  FIRE SNAKE
  • 
  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.
  FLESH GOLEM
  • 
  1d4 Flesh Golem Strips. When 
  consumed, you gain resistance to 
  lightning damage for one hour.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  FLYING SWORD
  • 
  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.
  FROST GIANT
  • 
  1 Frost Giant Heart. Can be crafted into 
  a potion of frost giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become 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 Frost Giant Blood. When 
  consumed, you gain resistance to cold 
  damage for one hour.
  
  24
  GARGOYLE
  • 
  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.
  GAS SPORE
  • 
  1 Ounce of Spore Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 12 
  Constitution saving throw or take 3d6 
  poison damage on a failed save.
  GELATINOUS CUBE
  • 
  1d6 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 
  greenish 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.
  GHOST
  • 
  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.
  GHOUL
  • 
  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.
  GIANT CENTIPEDE
  • 
  1d6 Rations.
  GIANT CONSTRICTOR SNAKE
  • 
  1 Giant Constrictor Snake 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.
  • 
  1d2 Giant Constrictor Snake Fangs. Can 
  be crafted into a dagger (2 gp, 1 day).
  • 
  4d6 Rations.
  GIANT CRAB
  • 
  1 Crab Shell. Two shells can be crafted 
  into a shield (20 gp, 3 days).
  • 
  1d6 Rations.
  
  25
  GIANT CROCODILE
  • 
  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.
  GIANT FIRE BEETLE
  • 
  1d4 Rations.
  GIANT FROG
  • 
  1 Giant Frog Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  GIANT HYENA
  • 
  1 Giant Hyena Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1d10 Giant 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.
  • 
  2d6 Rations.
  GIANT LIZARD
  • 
  1 Giant Lizard Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  GIANT RAT
  • 
  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.
  GIANT SCORPION
  • 
  1 Giant Scorpion Hide. Can be crafted 
  into half-plate armor (1200 gp, 5 days).
  • 
  2d6 Rations.
  GIANT SPIDER
  • 
  1 Giant Spider Hide. Can be crafted 
  into leather armor (50 gp, 2 days) 
  or studded leather armor (85 gp, 
  3 days). While wearing this armor, 
  you ignore movement restrictions 
  caused by webbing.
  • 
  2d6 Rations.
  GIANT WEASEL
  • 
  1 Giant Weasel Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  GIANT WOLF SPIDER
  • 
  1 Giant Wolf Spider Hide. Two hides 
  can be crafted into leather armor (50 
  gp, 2 days) or studded leather armor 
  (85 gp, 3 days). While wearing this 
  armor, you ignore movement restrictions 
  caused by webbing.
  • 
  1d6 Rations.
  
  26
  GIBBERING MOUTHER
  • 
  1d6 Vials of Gibbering Mouther Goo. As 
  an action, you can throw this vial up to 
  30 feet away where it will shatter and let 
  out an pulsating ooze. The area where 
  the vial landed becomes diﬃ  cult terrain 
  for one hour.
  • 
  1d2 Vials of Blinding Spittle. As an 
  action, you can throw this vial up to 
  15 feet away where it will shatter in a 
  blinding ﬂ ash. Each creature within 
  5 feet of where the vial landed must 
  succeed on a DC 13 Dexterity saving 
  throw or be blinded until the end of 
  your next turn.
  GLABREZU
  • 
  1d2 Glabrezu Fangs. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells darkness, detect magic and
  dispel magic 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 Glabrezu Pinchers. Can be crafted 
  into a greatsword (175, 11 days). When 
  attacking with this weapon, you can try 
  to grapple a creature you’re ﬁ ghting. 
  On a hit, you can choose to forgo 
  doing damage and instead grapple the 
  creature (escape DC 15) if it is Medium 
  or smaller. The grappled creature can 
  use its action on its turn to attempt to 
  free itself from the grapple. Until this 
  grapple ends, you can’t use this weapon 
  on another target.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  GNOLL
  • 
  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.
  GOBLIN
  • 
  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.
  GORGON
  • 
  1 Gorgon Hide. Can be crafted into plate 
  armor (1600 gp, 7 days) or into half-plate 
  armor (800 gp, 7 days). While wearing 
  this armor, you are immune to the 
  petriﬁ ed condition.
  • 
  1d2 Gorgon Horns. Can be crafted into a 
  shortsword (10 gp, 2 days).
  • 
  2d6 Rations.
  • 
  1d2 Vials of Gorgon 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.
  • 
  1d2 Vials of Gorgon Gas. As an action, 
  you can throw this vial up to 30 feet 
  away where it shatters in a cloud of gas. 
  Each creature within 10 feet of where 
  the vial landed must succeed on a DC 
  14 Constitution saving throw. On a 
  failed save, a creature begins to turn to 
  stone and is restrained. The restrained 
  
  27
  target must repeat the saving throw at 
  the end of its next turn. On a success, 
  the eﬀ ect ends on the creature. On a 
  failure, the creature is petriﬁ ed until 
  freed by the greater restoration spell or 
  similar magic.
  GRAY OOZE
  • 
  1d2 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial 
  as an improvised weapon. On a hit, the 
  vial shatters and covers the creature 
  with gray goop. For the next minute, the 
  creature takes 1d8 acid damage at the 
  start of each of its turns. The creature 
  can use an action to scrape the goop oﬀ , 
  ending the eﬀ ect early.
  GRELL
  • 
  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.
  GRICK
  • 
  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.
  GYNOSPHINX
  • 
  1d6 Gynosphinx Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that 
  use ammunition made from these 
  claws are considered magical. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d2 Gynosphinx Eyes. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour.
  • 
  2d6 Gynosphinx 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 are considered magical. They 
  also deal an additional 1d6 damage if 
  the target is hostile towards you. After 
  the ammunition has been ﬁ red, it loses 
  these properties.
  • 
  1 Gynosphinx Hide. Can be crafted into 
  a set of light armor (2000 gp, 30 days). 
  Requires attunement. While wearing 
  this armor, you have advantage on 
  saving throws against being charmed or 
  frightened. In addition, you are immune 
  to any eﬀ ect that would sense your 
  emotions or read your thoughts, as well 
  as any divination spell that you don’t 
  want to be aﬀ ecting you.
  • 
  2d6 Rations.
  • 
  2d6 Tufts of Gynosphinx Fur. Two tufts 
  can be crafted into a bag of holding 
  (DMG, p. 153) (200 gp, 14 days). Four 
  
  28
  tufts can be crafted into a cloak (500 
  gp, 21 gp). Requires attunement. While 
  wearing this cloak, you have resistance 
  to psychic damage.
  • 
  1d8 Vials of Sphinx Blood. When 
  consumed, you gain resistance to psychic 
  damage for one hour.
  HELL HOUND
  • 
  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.
  HELMED HORROR
  • 
  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.
  HEZROU
  • 
  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.
  HILL GIANT
  • 
  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.
  HOBGOBLIN
  • 
  3d6 Arrows.
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield.
  HOOK HORROR
  • 
  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.
  
  29
  HUNTER SHARK
  • 
  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.
  HYDRA
  • 
  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.
  ICE MEPHIT
  • 
  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.
  INVISIBLE STALKER
  • 
  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.
  KNIGHT 
  • 
  1 Broken Greatsword.
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  KOBOLD
  • 
  1 Broken Dagger.
  • 
  1 Broken Sling.
  KUO-TOA
  • 
  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.
  
  30
  LION
  • 
  1 Lion Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  1d10 Lion 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.
  MANES
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  MANTICORE
  • 
  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.
  MASTIFF
  • 
  1 Mastiﬀ  Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  MERROW
  • 
  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.
  MIND FLAYERS
  • 
  1 Broken Breastplate.
  • 
  1d4 Mind Flayer Tentacles. Can be 
  crafted into a dagger (300 gp, 19 days) 
  or a shortsword (300 gp, 19 days). Once 
  per day, when you hit a creature with this 
  weapon you can force it to make a DC 
  15 Intelligence saving throw. On a failed 
  save, the creature is stunned until the 
  end of its next turn.
  • 
  1d2 Mind Flayer Eyes. When consumed, 
  you gain darkvision out to a range of 120 
  feet for one hour.
  • 
  1d6 Vials of Mind Flayer Blood. When 
  consumed, you have advantage on saving 
  throws against spells and other magical 
  eﬀ ects for one hour.
  • 
  1d4 Vials of Mind Flayer Brain Matter. 
  When consumed, you can communicate 
  with any creature you can see within 60 
  feet of you for one hour. You don’t need 
  to share a language with the creature 
  for it to understand you, but the creature 
  must be able to understand at least 
  one language.
  
  31
  MUMMY LORD
  • 
  1d2 Mummy Eyes. Can be crafted into 
  a wand of fear (DMG p. 210) (2000 
  gp, 30 days).
  • 
  1d2 Mummy Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the sacred ﬂ ame 
  cantrip, but only when you are holding 
  onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Mummy Skull. Can be crafted into a 
  helmet of dreadful glaring (200 gp, 14 
  days). Requires attunement. As a bonus 
  action, you can target one creature you 
  can see within 60 feet of you. If the target 
  can see you, it must succeed on a DC 
  11 Wisdom saving throw against this 
  magic or become frightened until the 
  end of your next turn. If the target fails 
  the saving throw by 5 or more, it is also 
  paralyzed for the same duration. Once 
  you have used the item in this way, you 
  can’t do so again until you ﬁ nish a short 
  or long rest.
  • 
  2d10 Mummy Wrapping 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.
  NALFESHNEE
  • 
  1d2 Abyssal Armrings. Requires 
  attunement. When wearing two of 
  these armrings, you have resistance 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks.
  • 
  1d4 Nalfeshnee Claws. Can be crafted 
  into a dagger (200 gp, 14 days). This 
  functions as a +1 magical weapon.
  • 
  1 Nalfeshnee Hide. Requires attunement. 
  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 Nalfeshnee Tusks. Can be crafted 
  into a magical shortsword (200 gp, 
  14 days). This functions as a +1 
  magical weapon.
  • 
  2d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  NOBLE
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  OCHRE JELLY
  • 
  1d6 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 
  yellow 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.
  OGRE
  • 
  1 Broken Greatclub.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Javelins.
  OGRE ZOMBIE
  • 
  1 Zombie Hand. Can be used as an 
  arcane focus. 
  
  32
  ONI
  • 
  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.
  ORC
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1d4 Javelins.
  ORC EYE OF GRUUMSH
  • 
  1 Broken Ring Mail Armor 
  (size Medium).
  • 
  1 Broken Shield.
  • 
  1d6 Broken Spears.
  OROG
  • 
  1 Broken Greataxe.
  • 
  1 Broken Plate Armor.
  • 
  1d6 Javelins.
  OTYUGH
  • 
  1 Otyugh Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1d4 Large Otyugh Teeth. Can be crafted 
  into a dagger (200 gp, 14 days). Once 
  per day, when you hit a creature with this 
  weapon, you can force the creature to 
  make a DC 15 Constitution saving throw 
  against the disease in the weapon. On a 
  failed save, the creature is poisoned until 
  the disease is cured. Every 24 hours that 
  elapse, the target must repeat the saving 
  throw, reducing its hit point maximum 
  by 1d10 on a failure. The disease is 
  cured on a success. The target dies if the 
  disease reduces its hit point maximum to 
  0. This reduction to the target’s hit point 
  maximum lasts until the disease is cured.
  • 
  1d2 Otyugh Tentacles. Can be crafted 
  into a maul (100 gp, 7 days). On a hit, 
  you deal an additional 1d4 piercing 
  damage with this weapon.
  • 
  1d8 Small Otyugh 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 poison damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d4 Vials of Otyugh Blood. When 
  consumed, you can magically transmit 
  simple messages and images to any 
  creature within 120 feet of you that 
  can understand a language. This form 
  of telepathy doesn’t allow the receiving 
  creature to telepathically respond. This 
  eﬀ ect lasts for 10 minutes.
  OWLBEAR
  • 
  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.
  
  33
  PANTHER
  • 
  1 Panther Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  PERYTON
  • 
  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.
  PIERCER
  • 
  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.
  POISONOUS SNAKE
  • 
  1 Ration.
  POLAR BEAR
  • 
  1d4 Polar Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Polar Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  PRIEST
  • 
  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.
  QUASIT
  • 
  1 Quasit Head. As an action, you can 
  throw this head at a creature within 
  30 feet of you. If the creature can see 
  the head, it must succeed on a DC 
  10 Wisdom saving throw or become 
  frightened of the head for one minute. 
  The head then breaks and stops 
  functioning.
  • 
  1 Vial of Demon Ichor. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  RAKSHASA
  • 
  1 Rakshasa Heart. When consumed, you 
  gain the beneﬁ ts of the true seeing spell 
  for one hour.
  • 
  1d2 Rakshasa Hands. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each of 
  the spells charm person, detect thoughts, 
  major image, and suggestion once per 
  day. You use your own spellcasting ability 
  and spell save DC when casting these 
  spells, and any spent uses recharge every 
  day at dawn.
  • 
  1d8 Rakshasa Claws. One claw can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws put 
  a magical curse on the target they hit. 
  The magical curse takes eﬀ ect whenever 
  
  34
  the target takes a short or long rest, 
  ﬁ lling the target’s thoughts with horrible 
  images and dreams. The cursed target 
  gains no beneﬁ t from ﬁ nishing a short or 
  long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  2d4 Random Gems (Value 50 GP).
  RAT
  • 
  1 Ration.
  REMORHAZ
  • 
  4d6 Rations.
  • 
  1d4 Remorhaz Fangs. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 1d6 
  ﬁ re damage.
  • 
  1 Remorhaz Hide. Can be crafted into 
  a set of light armor (3000 gp, 75 days). 
  Requires attunement. While wearing 
  the armor, you are resistant to ﬁ re and 
  cold damage. Two sets of armor can be 
  crafted from this hide.
  • 
  2d8 Remorhaz 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.
  ROPER
  • 
  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.
  RUG OF SMOTHERING
  • 
  1 Carpet. Can be worn as a cloak. While 
  wearing this ragged fabric, you have 
  advantage on Charisma checks made to 
  pass oﬀ  as a member of the lower class.
  • 
  1d2 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  SAHUAGIN
  • 
  1d4 Broken Spears.
  • 
  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.
  SAHUAGIN BARON
  • 
  1d4 Broken Tridents.
  • 
  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.
  
  35
  SAHUAGIN PRIESTESS 
  • 
  1 Coral Staﬀ . Can be used as a druidic 
  focus. Once per day each, you can cast 
  the spells bless and detect magic.
  • 
  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.
  SCOUT
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  SEA HAG
  • 
  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.
  SHADOW
  • 
  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.
  SHAMBLING MOUND
  • 
  1d4 Shambling Branches. Can be used 
  as a druidic focus. Once per day, in 
  response to taking lightning damage 
  you can use your reaction to give 
  yourself resistance to that instance 
  of the damage.
  • 
  2d6 Shambling Vines. Three vines can 
  be crafted into a rope of climbing (DMG 
  p. 197) (200 gp, 14 days). Six vines can 
  be crafted into a rope of entanglement 
  (2000 gp, 30 days).
  SKELETON
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  SPECTER
  • 
  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.
  SPIRIT NAGA
  • 
  1d6 Naga Bones. When consumed, 
  you gain resistance to poison damage 
  for one hour.
  • 
  1 Naga Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  2d4 Naga Teeth. One tooth can be used 
  as the tip on an arrow or a crossbow bolt. 
  
  36
  Ranged attacks that use ammunition 
  made from these teeth deal an additional 
  1d6 poison damage on a hit. After the 
  ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  • 
  1d6 Vials of Naga Poison. As an 
  action, the poison can be used to coat 
  one slashing or piercing weapon, or 
  up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  or ammunition must make a DC 14 
  Constitution saving throw or take 5d8 
  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.
  SPY
  • 
  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.
  STEAM MEPHIT
  • 
  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.
  STIRGE
  • 
  1 Ration.
  • 
  1 Stirge Proboscis. Functions as a dart.
  STONE GIANT
  • 
  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 Stone Giant Heart. Can be crafted into 
  a potion of stone giant strength (DMG p. 
  187) (1000 gp, 30 days)
  • 
  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 nonmagical 
  tribal amulet.
  STONE GOLEM
  • 
  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.
  
  37
  SUCCUBUS
  • 
  1d2 Succubus/Incubus Wings. One 
  wing can be crafted into a cloak (1000 
  gp, 30 days). Requires attunement. You 
  choose one damage type from cold, ﬁ re, 
  lightning, and poison when the cloak is 
  crafted. When worn, you have resistance 
  to the chosen damage type.
  • 
  1 Succubus/Incubus Tail. Can be crafted 
  into a staﬀ  of charms (2000 gp, 30 days). 
  Requires attunement. Once per day, you 
  can target one humanoid you can see 
  within 30 feet of you and force it to make 
  a DC 15 Wisdom saving throw. On a 
  failed save, the humanoid is magically 
  charmed for one day. The charmed 
  target obeys your spoken commands. If 
  the target suﬀ ers any harm or receives 
  a suicidal command, it can repeat the 
  saving throw, ending the eﬀ ect on a 
  success. You can only have one target 
  charmed at a time. If you charm another 
  using this staﬀ , the eﬀ ect on the previous 
  target ends.
  • 
  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.
  SWARM OF BATS
  • 
  1d6 Rations.
  SWARM OF POISONOUS SNAKES
  • 
  1d6 Rations.
  SWARM OF RATS
  • 
  1d6 Rations.
  TIGER
  • 
  2d6 Rations.
  • 
  1 Tiger Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  1d10 Tiger Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  TRIBAL WARRIOR
  • 
  1 Broken Hide Armor.
  • 
  1d4 Broken Spears.
  TROGLODYTE
  • 
  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.
  TROLL
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Troll Claws. Can be crafted into a 
  shortsword (10 gp, 2 days).
  • 
  2d6 Vials of Troll Blood. When 
  consumed, you regain 1d4 hit points 
  at the end of each of your turns for the 
  next minute.
  TWIG BLIGHTS
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus.
  
  38
  VAMPIRE
  • 
  2d6 Ounces of Vampire Dust. When 
  consumed, you turn into a cloud of mist 
  as if subjected to the gaseous form spell. 
  This eﬀ ect lasts for one hour.
  • 
  1d10 Vampire Bones. Can be used as 
  an additional material component when 
  casting the spells that attempts to charm 
  a creature. When used in this way, the 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s eﬀ ects.
  • 
  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.
  VAMPIRE SPAWN
  • 
  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.
  VETERAN
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  VROCK
  • 
  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 
  
  39
  ignore any resistances to magical or 
  nonmagical piercing damage. After the 
  ammunition has been ﬁ red, it loses 
  this property.
  WATER WEIRD
  • 
  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.
  WERERAT
  • 
  2d6 Crossbow Bolts.
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  1d2 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  WERETIGER
  • 
  2d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Scimitar.
  • 
  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.
  WEREWOLF
  • 
  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.
  
  40
  WHITE DRAGON WYRMLING
  • 
  1d2 White Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon.
  • 
  1 White Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon.
  • 
  1 White Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to cold damage.
  • 
  1d4 White 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 cold damage.
  • 
  1d4 White 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 cold damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d6 Rations.
  WIGHT
  • 
  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.
  WILL-O’-WISP
  • 
  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.
  WINTER WOLF
  • 
  2d6 Rations.
  • 
  1 Winter Wolf Hide. Can be crafted into 
  a set of light armor (2100 gp, 60 days). 
  While wearing this armor, you have 
  resistance to cold damage and you have 
  advantage on Dexterity (Stealth) checks 
  made to hide in snowy terrain.
  • 
  1d10 Winter Wolf 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 cold damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  WRAITH
  • 
  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.
  • 
  1d6 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  
  41
  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.
  YETI
  • 
  2d6 Rations.
  • 
  1d6 Tufts of Yeti Fur. Three tufts can 
  be crafted into a cloak (75 gp, 6 days). 
  When worn, you have advantage on 
  Dexterity (Stealth) checks made to hide 
  in snowy terrain.
  • 
  1d2 Yeti Eyes. Can be used as an 
  additional material component when 
  casting spells that deal cold damage. 
  When used in this way, you deal an 
  additional 3d6 cold damage when you 
  cast the spell.
  • 
  1 Yeti Hide. Can be crafted into a set of 
  light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  YOUNG BLACK DRAGON
  • 
  1d2 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.
  • 
  2d4 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.
  • 
  2d4 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 Young Black 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 acid damage.
  • 
  2d6 Rations.
  YOUNG WHITE DRAGON
  • 
  1d2 White Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 cold damage 
  with this weapon.
  • 
  1d2 White Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 cold 
  damage with this weapon.
  • 
  1 White Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to cold damage.
  • 
  2d4 White 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 cold damage.
  • 
  2d4 White 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 cold damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d2 Young White 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 cold damage.
  • 
  2d6 Rations.
  
  42
  YUAN-TI MALISON 
  • 
  3d6 Arrows (Type 1 and 3).
  • 
  1 Broken Longbow (Type 1 and 3).
  • 
  1 Broken Scimitar (Type 1 and 3).
  • 
  1d6 Rations.
  • 
  1 Vial of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  • 
  1 Yuan-ti Hide. Can be crafted into a set 
  of light armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to poison damage.
  • 
  1d4 Yuan-ti Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 poison damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  ZOMBIE
  • 
  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 - Tales from the Yawning Portal.pdf