TEXT: 1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  1/12
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  2/12
  Harvest Index, Aberrations
  Harvest Index, Aberrations
  Creature Harvest
  Creature Harvest
  Creature
  Creature
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Aboleth
  Tail 
  Tentacle 
  Teeth 
  Mucus 
  Eyes
  4gp 
  1gp 
  6sp 
  15gp 
  20gp
  Trophy 
  Trophy 
  Trophy 
  Practical 
  Practical
  Balhannoth
  Large Hide 
  Teeth 
  Tail
  10gp 
  1gp 
  3gp
  Trophy, Practical 
  Trophy 
  Trophy
  Beholder
  Eye Stalk 
  Large Eye 
  Teeth
  6gp 
  4gp 
  1gp
  Trophy, Practical 
  Trophy, Practical 
  Trophy
  Berbalang
  Wings 
  Teeth 
  Brain Matter 
  Claws
  100gp 
  8sp 
  12gp 
  5gp
  Trophy 
  Trophy 
  Practical 
  Trophy
  Chuul
  Claws 
  Large Chitin Fragments 
  Poison Gland
  8gp 
  25gp 
  2gp
  Trophy 
  Trophy, Practical 
  Practical
  Cloaker
  Large Hide 
  Tail 
  Teeth
  10gp 
  4gp 
  8sp
  Trophy, Practical 
  Trophy, Practical 
  Trophy
  Death Kiss
  Blood 
  Tentacles 
  Large Eye 
  12gp 
  3gp 
  4gp
  Practical 
  Trophy, Practical 
  Practical
  Elder Brain
  Tentacles  
  Brain Matter
  1gp  
  8sp
  Trophy, Practical 
  Practical
  Flumph
  Eye Stalk 
  Tendril
  1gp 
  6sp
  Trophy, Practical 
  Trophy, Practical
  I
  have seen them. The large eyes... the gnashing teeth
  and lashing tentacles. Horrors of the darkness from
  the realm of madness. I do not know how they get
  here, but I know they come here to feed. To conquer.
  To enslave and torture. And that is all I need to
  know." - Lord Knight Edwin Hylirion
  Introduction
  Introduction
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon
  ampersand, Ravnica and all other Wizards of the Coast
  product names, and their respective logos are trademarks of
  Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of
  the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild. All other original material in this
  work is copyright 2019 by D Larson of Paper Druid
  Publishing and published under the Community Content
  Agreement for Dungeon Masters Guild.
  Thank you for all your support and feedback. Don't forget
  to leave a rating or review!
  If you enjoy this product, keep an eye out for the next
  Index... Monstrosities!
   
  1
  INDEX
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  3/12
  Creature Harvest
  Creature Harvest
  Beast
  Beast
  Possible Loot
  Possible Loot
  Value (GP)
  Value (GP)
  Use
  Use
  Gauth
  Eye Stalk 
  Teeth 
  Medium Eye
  4gp 
  8sp 
  3gp
  Trophy, Practical 
  Trophy 
  Trophy, Practical
  Gazer
  Eye Stalk 
  Tiny Eye 
  1gp 
  6sp
  Trophy, Practical 
  Trophy, Practical
  Gibbering Mouther
  Teeth 
  Spit
  1gp 
  15gp
  Trophy 
  Practical
  Grell
  Tentacles 
  Beak
  4gp 
  2gp
  Trophy, Practical 
  Trophy
  Intellect Devourer
  Claws 
  **Host Equipment
  2gp 
  ---
  Trophy 
  ------
  Ixitxachitl
  Tail 
  Fangs
  2gp 
  3sp
  Trophy, Practical 
  Trophy
  Mind Flayer
  Tentacles 
  Skull
  3gp 
  10gp
  Practical 
  Practical
  Mindwitness
  Teeth 
  Eye Stalk
  1gp 
  6gp
  Trophy 
  Trophy, Practical
  Morkoth
  Teeth 
  Tentacles 
  1gp 
  4gp
  Trophy 
  Trophy, Practical
  Neogi
  Teeth 
  Claws 
  Small Chitin Fragments
  5sp 
  1gp 
  3gp
  Trophy 
  Trophy 
  Trophy, Practical
  Neothelid
  Teeth 
  Barbed Tongue 
  Acid Sac
  16gp 
  25gp 
  75gp
  Trophy 
  Trophy, Practical 
  Practical
  Nothic
  Large Eye 
  Claws 
  Teeth
  4gp 
  5gp 
  1gp
  Trophy, Practical 
  Trophy 
  Trophy
  Otyugh
  Teeth 
  Tentacle 
  Large Hide
  1gp 
  6gp 
  15gp
  Trophy 
  Trophy, Practical 
  Trophy, Practical
  Slaad, Blue
  Teeth 
  Claws 
  Control Gem 
  Large Hide
  4gp 
  25gp 
  2,000gp 
  15gp
  Trophy 
  Trophy, Practical 
  Practical 
  Trophy, Practical
  Slaad, Death
  Teeth 
  Claws 
  Control Gem 
  Medium Hide
  10gp 
  35gp 
  1,600gp 
  12gp
  Trophy, Practical 
  Trophy, Practical 
  Trophy, Practical 
  Practical
  Slaad, Gray
  Teeth 
  Claws 
  Control Gem 
  Medium Hide
  3gp 
  8gp 
  1,200gp 
  12gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical
  Slaad, Green
  Teeth 
  Claws 
  Control Gem 
  Large Hide
  4gp 
  10gp 
  1,500gp 
  15gp
  Trophy 
  Trophy 
  Practical 
  Trophy, Practical
  Slaad, Red
  Teeth 
  Claws 
  Control Gem 
  Large Hide
  4gp 
  25gp 
  1,800gp 
  15gp
  Trophy 
  Trophy, Practical 
  Practical 
  Trophy, Practical
  Spectator
  Eye Stalk 
  Medium Eye 
  Teeth
  4gp 
  3gp 
  8sp
  Trophy, Practical 
  Trophy, Practical 
  Trophy
  Ulitharid
  Tentacles 
  Skull
  2gp 
  7gp
  Trophy, Practical 
  Trophy
  2
  INDEX
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  4/12
  Eating Aberrant Meats
  Eating Aberrant Meats
   
  1d20
  1d20
  Effect
  Effect
  1 - 4
  The character's flesh becomes corrupted. Over a period of 1d4 hours, the skin spawns painful blisters and large
  pustules all over the body. The character has disadvantage on all skill checks related to Charisma until the flesh is
  cured by a spell such as Lesser Restoration.
  5 - 9
  After 1d10 minutes, the character finds themselves suffering from the effects of Long-Term Madness
  Long-Term Madness, as seen in the
  table on page 260 of the DMG. These effects last 1d10x10 hours, or until cured with magic, and can range from mild
  paranoia to a coma-like state that the character cannot be woken from with physical means such as jostling or
  slapping.
  10 -
  14
  The character has eaten diseased meat. They must succeed on a DC 15 Constitution saving throw or become
  infected. If the character fails the saving throw, it takes 1d4 days for the effects to manifest: one level of exhaustion
  exhaustion,
  and regains only half of the hit points usually gained through long rests or Hit Dice. Similar to Sewer Plague, the
  character must continue to make saving throws (same DC) at the end of each long rest. A failure results in another
  level of exhaustion, and a success removes a level. If the character succeeds on removing all levels of exhaustion, they
  are cured of the disease.
  15 -
  19
  There is no ill effect, though no amount of spice makes the meat enjoyable.
  20
  The character is consumed with madness of an indefinite length. Roll on the Indefinite Madness
  Indefinite Madness table on page 260 of
  the DMG for flaws relating to this madness.
  An Introduction to Skinning
  An Introduction to Skinning
  The parts I have listed here are by no means the ONLY parts
  you can use from a creature, but I have listed the most com-
  mon and easily sold pieces. Each creature will likely possess
  some of the following, as described by the table below:
  Meat- how much, how to store it, and how much a vendor
  may pay for it.
  Eggs- for applicable creatures, eggs can be eaten or sold
  as future pets.
  Pelts, Skins, and Hides - pelts and hides can be worked
  into cloaks, bags, or leathers, or sold to vendors.
  Claws, Fangs, and Teeth - these parts are typically only
  used as trophies, but can often be made into jewelry or
  sold to vendors.
  Venom - certain serpents and arachnids (such as scorp-
  ions and spiders) possess venom glands that can be
  carefully extracted or bled into containers. This venom
  can be sold to vendors (as is illegal in many cities) or kept
  for personal use.
  The Harvesting of Meat
  The Harvesting of Meat
  I, along with many people scattered across the Planes who
  know the true nature of aberrant creatures, would highly
  recommend NOT eating meat from such a monster. That
  being said, I have provided a random table for those who dare
  to tempt fate in such a way.
  Game Size
  Game Size
  Harvestable Meats (lbs)
  Harvestable Meats (lbs)
  Tiny
  1d4 lbs
  Small
  1d6+10 lbs
  Medium
  3d10+30 lbs
  Large
  8d10+50 lbs
  Huge
  12d10+100 lbs
   
  Skinner
  Skinner's Tools
  s Tools
  Each toolkit contains a skinning knife, a whetstone,
  two sets of hempen rope (25 feet long), a flask of
  oil, 1 lb of salt, and two hunting traps. 25gp
  25gp
  Using the Tools (Survival)
  Using the Tools (Survival)
  Activity
  Activity
  Time Spent
  Time Spent
  DC
  DC
  Skinning tiny
  tiny & small
  small game
  15 Minutes
  10
  Skinning medium
  medium game
  45 Minutes
  15
  Skinning large
  large game
  1 Hour
  20
  Skinning huge
  huge game
  8 Hours
  25
  Skinning gargantuan
  gargantuan game
  1 Week
  30
  On a successful check, the amount of meat
  harvested is determined above. The other parts,
  such as pelts and claws, are also included in these
  DC checks.
  A failed Survival check will result in half the meat
  being worthless and ruining the pelt or hide in
  question.
  You are proficient with Skinner's Tools if you are
  proficient with Leatherworker's Tools.
   
  3
  HARVESTING TABLES
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  5/12
  Practical Parts & How To Use Them
  Practical Parts & How To Use Them
  M
  any hunters take trophies from their
  quarry, especially from beasts- but to
  harvest the organs and extremities
  from abominations and monsters (and
  to craft them into something useful or
  valuable) is another practice altogether.
  How To Use This Guide
  How To Use This Guide
  While the following crafting guide is full of ideas and
  suggestions of my own, I do encourage DMs using this index
  to embrace the ingenuity of their players and think outside
  the box! This guide, as all my others, is meant to be the
  foundation for your own marvelous ideas... and to help your
  players bring life to theirs.
  Brain Matter. While not many studies can be found on
  the practical uses of aberrant brain matter, certain cabals
  have delved into the the practice of extracting certain
  chemicals from fresh brain matter. Depending on the
  creature, these chemicals can be turned into potions that
  give the imbiber powers similar to those that the creature
  originally possessed.
  Extracting brain matter properly requires using Alchemy
  Supplies (DC 18), with which one can then boil down the
  tissue into a concentrated liquid. This potion, when ingested,
  will give the imbiber the intended effcts.
  Blood. The blood of aberrations is often deadly to those of
  the Material Plane, consisting of poison or disease. In rare
  occasions, this life source can be harvested and used as a
  weapon.
  Blood is easily drained from the body and thus requires no
  check, but it must be stored in a clean glass container to
  avoid contamination.
  Chitin Fragments and Hides. Depending on the size of
  them, these materials have a variety of practical uses,
  such as crafting bags and equipment, armor, eating utens-
  ils, etc.
  Chitin makes for a decent carapace shield, as it is lighter
  than most metals but often just as durable. Harvesting a big
  enough piece in good enough condition to create such a
  shield will require 1 hour and a Survival check (DC 15).
  Eyes & Eye Stalks. These parts expire rapidly once the
  aberration has died, so properly storing them in jars of salt
  water as soon as possible is crucial. They have a small
  variety of unique uses, mostly for those interested in their
  magical properties. The eye stalks of Beholders and other
  similar creatures can be magically preserved into either
  wands (Arcana check, DC 18) or arcane focuses (Arcana
  check, DC 15).
  These wands are capable of casting one of the creature's
  eye beam attacks 1d4 times per long rest. The type of beam
  that the wand can cast should be decided by the DM as it is
  being crafted.
  Turning the main eye into a focus is much harder, as it
  must be magically shrunk to easily fit in one's hand. This will
  require 1d4 days of work, and a new Arcana check (DC 15)
  after each long rest, but will yield a +1 arcane focus if all DCs
  are met properly.
  Tongues, Tentacles, and Tails. Much like the hides of
  these creatures, the usefulness of these extremities is
  dependent on their size. The tail can be whittled down
  using Leatherworker's Tools (DC 15) and crafted into a
  Barbed Whip (see Cloaker). This is true for the tails of all
  aberrations listed in the index, unless otherwise stated in
  the creature details below.
  Aboleth (CR 10)
  Aboleth (CR 10)
  These creatures resemble a bizarre eel, with long, tubular
  bodies, as well as a tail at one end and two fins near the head,
  where one will find a large, jawless mouth full of serrated
  teeth.
  Potion of the Aberrant Gaze
  Potion of the Aberrant Gaze
  Part Requirement: Aboleth Eyes. (DC 16) 
  Once the eyes have been melted down into a liquid, this
  potion is a thick salmon color, and tastes absolutely awful.
  Effect. Within a minute of ingesting the concoction, the
  imbiber will gain the following ability for 1d4 hours:
  You can target one creature you can see within 30 ft. of you
  and fix your gaze upon it. The target must succeed on a DC
  14 Wisdom saving throw or be magically Charmed until the
  you die or until you are on a different plane of existence from
  the target.
  The Charmed target is under your control and can't take
  reactions, and both you and the target can communicate
  telepathically with each other over any distance.
  Whenever the Charmed target takes damage, the target
  can repeat the saving throw. On a success, the effect ends. If
  the target ends up over 1 mile away from you, it may then
  also repeat the saving throw.
  Cost. 150gp
  Bane of the Aboleth Potion
  Bane of the Aboleth Potion
  Part Requirement: An aboleth's body secretes a thick mucus
  that can very carefully extracted from the skin using Alchemy
  Supplies (DC 15) and put into glass vials. On a failed DC, the
  character must make the Constitution saving throw or contr-
  act the disease themselves.
  Effect. The mucus works as a poison- if ingested, the
  imbiber must succeed on a DC 14 Constitution saving throw
  or become diseased. After 1 minute, the diseased's skin
  becomes translucent and slimy, and they can't regain Hit
  Points unless underwater.
  The disease can be removed only by a disease-curing spell
  of 6th level or higher. When they are outside a body of water,
  they take 1d12 acid damage every 10 minutes- unless
  moisture is applied to the skin before the 10 minutes have
  passed.
  Cost. 800gp
  4
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  6/12
  Beholder (CR 13)
  Beholder (CR 13)
  Among the most basic of the Beholder's abilities are their
  deadly ability to project magical power from their eyes, in
  varying forms such as instilling fear within, charming,
  knocking out, petrifying, disintegrating, slowing, or killing
  their enemies.
  The Eye of the Beholder
  The Eye of the Beholder
  Part Required: The large, central eye of a beholder or similar
  creature. 
  Once delicately removed, this eye can be shrunken down and
  combined with glass or crystal to perfectly preserve the eye
  inside. This requires at least 8 hours and a successful Arcana
  check (DC 18).
  While wielding the eye, the following effects are maintain-
  ed:
  The eye acts as a +1 arcane focus that increases your spell
  damage and your spell attack bonus by 1.
  An unsettling feeling of being watched overwhelms every-
  one within 30ft of the eye. Long rests require an extra
  hour due to the paranoia.
  When in complete darkness, the eye grants its wielder
  darkvision up to 60ft.
  Cost. 1,650gp
  Stalk Wand
  Stalk Wand
  Parts Required: Any eye stalk of a beholder or similar
  creature, a bone from any creature. 
  This wand is made by winding a severed eye stalk around a
  clean bone and preserving it that way for at least 3 days. The
  bone serves as a handle and the wielder can point the eye at
  their enemies. 
  Effect. Each wand made this way is capable of any of the eye
  rays that a beholder may use when alive, but the wielder does
  not get to choose the type of ray that is used.
  At the beginning of each day, the wand has 1d4 charges,
  and any unused charges fade after the 24 hours is up. Every
  time the wand is used, the player (or DM) can roll on the table
  below:
  d10
  d10
  Eye Ray Type
  Eye Ray Type
  1
  Charm
  2
  Paralyzing
  3
  Fear
  4
  Slowing
  5
  Enervation
  6
  Telekinetic
  7
  Sleep
  8
  Petrification
  9
  Disintegration
  10
  Death
  The wand may hold multiple charges of the same ray type,
  the exception being the death ray. The ray types deal damage
  as described below:
  Charm Ray. The targeted creature must succeed on a DC
  16 Wisdom saving throw or be charmed by the wielder for
  1 hour, or until the wielder (or their allies) harms the
  creature.
  Paralyzing Ray. The targeted creature must succeed on a
  DC 16 Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a
  success.
  Fear Ray. The targeted creature must succeed on a DC
  16 Wisdom saving throw or be frightened for 1 minute.
  The target can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  Slowing Ray. The targeted creature must succeed on a
  DC 16 Dexterity saving throw. On a failed save, the
  target’s speed is halved for 1 minute. In addition, the
  creature can’t take reactions, and it can take either an
  action or a bonus action on its turn, not both. The creature
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Enervation Ray. The targeted creature must make a DC
  16 Constitution saving throw, taking 5d8 necrotic damage
  on a failed save, or half as much damage on a successful
  one.
  Telekinetic Ray. If the target is a creature, it must succ-
  eed on a DC 16 Strength saving throw or the wielder can
  move it up to 30 ft. in any direction. It is restrained by the
  ray’s telekinetic grip until the start of the wielder’s next
  turn or until the wielder is incapacitated. If the target is an
  object weighing 200 pounds or less that isn’t being worn
  or carried, it is moved up to 30 ft. in any direction. The
  wielder can also exert fine control on objects with this ray,
  such as manipulating a simple tool or opening a door or a
  container.
  Sleep Ray. The targeted creature must succeed on a DC
  16 Wisdom saving throw or fall asleep and remain
  unconscious for 1 minute. The target awakens if it takes
  damage or another creature takes an action to wake it.
  This ray has no effect on constructs and undead.
  Petrification Ray. The targeted creature must make a DC
  16 Dexterity saving throw. On a failed save, the creature
  begins to turn to stone and is restrained. It must repeat
  the saving throw at the end of its next turn. On a success,
  the effect ends. On a failure, the creature is petrified until
  freed by the greater restoration spell or other magic.
  Disintegration Ray. If the target is a creature, it must
  succeed on a DC 16 Dexterity saving throw or take 6d8
  force damage. If this damage reduces the creature to 0 hit
  points, its body becomes a pile of fine gray dust. 
  If the target is a Large or smaller nonmagical object or
  creation of magical force, it is disintegrated without a
  saving throw. If the target is a Huge or larger object or
  creation of magical force, this ray disintegrates a 10-foot
  cube of it.
  Death Ray. The targeted creature must succeed on a DC
  16 Dexterity saving throw or take 6d10 necrotic damage.
  The target dies if the ray reduces it to 0 hit points.
  Cost. 2,800gp
  5
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  7/12
  Berbalang (CR 2)
  Berbalang (CR 2)
  A berbalang is a rare, winged humanoid with needle-like
  teeth and razor sharp claws. It is a creature that is rarely seen
  due to the fact that it doesn't spend most of its time in the
  Material Plane.
  Potion of Truesight
  Potion of Truesight
  Part Required: Brain matter from a Berbalang. 
  Effect. Once reduced to liquid and consumed, this potion
  grants the drinker truesight for 1d6 hours.
  Out to 120 ft, the one who consumes this potion can see in
  normal and magical darkness, see invisible creatures and
  objects, automatically detect visual illusions and succeed on
  saving throws against them, and perceive the original form of
  a shapechanger or a creature that is transformed by magic.
  Furthermore, the drinker can see into the Ethereal Plane
  within the same range.
  Cost. 425gp
  Chuul (CR 4)
  Chuul (CR 4)
  A horrible mix of crustacean, insect, and serpent, the chuul is
  an abomination that lurks submerged or partially submerged,
  awaiting intelligent prey to devour.
  Carapace Shield
  Carapace Shield
  Part Required: Large chitin fragment, relatively undamaged.
  When a proper handle is attached to the chitin, it can make
  for a light and durable shield.
  Shield
  AC: 3
  Weight: 3lbs
  Cost. 125gp
  Paralyzing Poison
  Paralyzing Poison
  Part Required: Poison gland from an applicable creature
  which must be extracted with Poisoner's Kit (DC 16). One
  need only come into contact with this poison, so even in its
  creation one must be extremely careful. Because of this
  caution, it takes a full 8 hours to extract and store this poison
  properly.
  Effect. Once a creature comes into contact with the
  poison, they must succeed on a DC 16 Constitution saving
  throw or be Poisoned for 1 minute. Until this poison ends,
  the target is Paralyzed. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Cost. 275gp
  Cloaker (CR 8)
  Cloaker (CR 8)
  Named for its uncanny resemblance to a regular black cloak,
  the Cloaker's hide makes an excellent material with which to
  craft an actual cloak.
  Shadow Cloak
  Shadow Cloak
  Parts Required: Cloaker Hide (DC 18), Cloaker Claw 
  This cloak is sleek and black, and clasped together by the
  cloaker's claw. It gives its wearer the Phantasm ability used
  by Cloakers once per long rest:
  The wearer magically creates three illusory duplicates of
  themselves if they aren't in bright light. The duplicates move
  with the wearer and mimic his/her Actions, shifting position
  so as to make it impossible to track which is the real one. If
  the cloak-wearer is ever in an area of bright light, the
  duplicates disappear.
  Whenever any creature targets the wearer with an Attack
  or a harmful spell while a duplicate remains, that creature
  rolls randomly to determine whether it truly targets the
  wearer or one of the duplicates. A creature is unaffected by
  this magical effect if it can't see or if it relies on senses other
  than sight.
  A duplicate has the cloaker's AC and uses its saving
  throws. If an Attack hits a duplicate, or if a duplicate fails a
  saving throw against an effect that deals damage, the
  duplicate disappears. 
  Cost. 1,100gp  
  Barbed Whip
  Barbed Whip
  Parts Required: Tail (DC 13) 
  When attached to a proper handle, the sharp tail of a cloaker
  makes a brutal weapon.
  Martial Melee Weapon
  Damage: 1d6 Slashing
  Properties: Finesse, Reach (10ft)
  Weight: 4lbs
  Cost. 40gp
  Death Kiss (CR 10)
  Death Kiss (CR 10)
  As with most of the lesser beholders, the Death Kiss was
  spawned as a physical manifestation from a beholder's vivid
  dream. A death kiss has tentacles that end in mouths instead
  of eyestalks.
  Vial of Lightning Blood
  Vial of Lightning Blood
  Parts Required: Blood, carefully drained using Alchemy
  Supplies (DC 18). A failed check results in the harvester
  taking 1d10 lightning damage.
  Effect. When this blood comes into contact with a
  creature, they take 1d10 lightning damage. The vial can be
  thrown and shattered upon an enemy, or opened and
  splashed upon for the same effect.
  Bonus. If your DM allows, the blood may also be carefully
  6
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  8/12
  coated onto 1d6 arrows. Any enemies struck with these
  arrows take an additional 1d8 lightning damage. 
  Cost. 100gp
  Kiss of Death
  Kiss of Death
  Parts Required: Tentacle (DC 13) 
  When attached to a proper handle, the draining tentacles of
  the Death Kiss can be made into a durable whip that, when
  grappling an enemy, can drain the blood from them and
  funnel that life source back into its wielder.
  Martial Melee Weapon
  Damage: 1d6 Slashing
  Grapple Effect: Once per long rest, when the player wield-
  ing the whip succeeds on an attack roll, the target must make
  a DC 16 Dexterity saving throw or be grappled by the whip.
  Once grappled, they must succeed on a DC 16 Constitution
  saving throw or take 2d10 lightning damage, and the wielder
  regains half as many hit points.
  Properties: Finesse, Reach (10ft)
  Weight: 3lbs
  Cost. 600gp
  Elder Brain (CR 14)
  Elder Brain (CR 14)
  An elder brain was the final stage of the mind flayer life cycle.
  Although its intellect was of godlike proportions, its only
  physical attack was by using its tendrils to lash out at or
  grapple an opponent.
  Poison of Psychic Affliction
  Poison of Psychic Affliction
  Parts Required: Brain matter of an Elder Brain 
  The briny juices that coat the deep crevices of this creature
  can be extracted using Alchemy Supplies (DC 15) and stored
  in glass vials.
  Effect. This potent secretion attacks the mind of its
  imbiber. The target must succeed on a DC 18 Intelligence
  saving throw or take 5d10 psychic damage and be stunned
  for 10 minutes. A target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success. 
  Cost. 730gp
  Brain Link Cuffs
  Brain Link Cuffs
  Parts Required: Tendril of an Elder Brain, which must be
  severed at its root. When dried and cured properly (over a 3
  day period), this tendril becomes fibrous, like thin rope.
  Effect. This tendril is used to bind together your wrist and
  that of a target creature that is incapacitated. Once bound,
  you have a psychic link to the target for one hour. You gain
  insight into the target’s reasoning, emotional state, and
  thoughts in its mind (including things the target worries
  about, loves, or hates), and can do this once per long rest.
  You can also make a Charisma (Deception) check with
  advantage to deceive the target’s mind into thinking it
  believes an idea or feels a particular emotion. The target
  contests this attempt with a Wisdom (Insight) check. If you
  succeed, the target mind believes the deception for 1 hour or
  until evidence of the lie is presented to the target. 
  Cost. 1,450gp
  Flumph (CR 1/8)
  Flumph (CR 1/8)
  These benevolent creatures spend their time floating around
  the underdark, avoiding evil creatures and minding their own
  business. Their name comes from the sound they make
  while moving through the air.
  Stench Bomb
  Stench Bomb
  Parts Required: Stench Gland (DC 16) 
  Once removed, the stench gland of a flumph can be emptied
  into glass vials for later use. However, while doing this, the
  harvester will be victim to the stench and have to make a
  Constitution saving throw (DC 15) or become poisoned for
  1d4 hours unless wearing a mask. 
  Effect. A vial of this grotesque liquid can be thrown or
  poured somewhere to release the noxious fumes. If thrown at
  a creature, the target exudes a horrible stench for 1d4 hours.
  The coated creature is poisoned as long as the stench lasts,
  and other creatures are poisoned while with in 5 feet of the
  coated creature. A creature can remove the stench on itself
  by using a short rest to bathe in water, alcohol, or vinegar.
  If the vial is thrown or poured upon the ground, every
  creature within 5 feet of the liquid is poisoned until they
  move out of range of the stench. 
  Cost. 60gp
  Gauth (CR 6)
  Gauth (CR 6)
  Known as a lesser beholder, the Gauth is a similarly shaped
  creature that feeds off of magic and wealth.
  Lesser Stalk Wand
  Lesser Stalk Wand
  Parts Required: Any eye stalk of a Gauth or similar creature,
  a bone from any creature. 
  This wand is made by winding a severed eye stalk around a
  clean bone and preserving it that way for at least 3 days. The
  bone serves as a handle and the wielder can point the eye at
  their enemies. 
  Effect. Each wand made this way is capable of any of the eye
  rays that a gauth may use when alive, but the wielder does
  not get to choose the type of ray that is used.
  At the beginning of each day, the wand has 1d4 charges,
  and any unused charges fade after the 24 hours is up. Every
  time the wand is used, the player (or DM) can roll on the table
  below:
  d6
  d6
  Eye Ray Type
  Eye Ray Type
  1
  Devour Magic
  2
  Enervation
  3
  Pushing
  4
  Fire
  5
  Paralyzing
  6
  Sleep
  The wand may not hold multiple charges of the same ray
  type. The ray types have the effects described below:
  Devour Magic Ray: The targeted creature must succeed
  on a DC 14 Dexterity saving throw or have one of its
  magic items lose all magical properties until the start of
  your next turn. If the object is a charged item, it also loses
  1d4 charges. Determine the affected item randomly,
  ignoring single-use items such as potions and scrolls.
  Enervation Ray: The targeted creature must make a DC
  14 Constitution saving throw, taking 3d8 necrotic damage
  7
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  9/12
  on a failed save, or half as much damage on a successful one.
  Pushing Ray: The targeted creature must succeed on a
  DC 14 Strength saving throw or be pushed up to 15 feet
  directly away from you and have its speed halved until the
  start of your next turn.
  Fire Ray: The targeted creature must succeed on a DC 14
  Dexterity saving throw or take 3d10 fire damage.
  Paralyzing Ray: The targeted creature must succeed on a
  DC 14 Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a
  success.
  Sleep Ray: The targeted creature must succeed on a DC
  14 Wisdom saving throw or fall asleep and remain
  unconscious for 1 minute. The target awakens if it takes
  damage or another creature takes an action to wake it.
  This ray has no effect on constructs and undead. 
  Cost. 2,100gp
  Gazer (CR 1/2)
  Gazer (CR 1/2)
  A gazer is "born" out of a beholder's feverish dreams in which
  its perception of scale and perspective was warped by its
  delirium. It is often found following its creator like a pet.
  Minor Stalk Wand
  Minor Stalk Wand
  Parts Required: Eye Stalk of a Gazer, a leg bone from a
  small-sized creature. 
  This wand is made by winding a severed eye stalk around a
  clean bone and preserving it that way for at least 3 days. The
  bone serves as a handle and the wielder can point the eye at
  their enemies. 
  Effect. Each wand made this way is capable of any of the eye
  rays that a gazer may use when alive, but the wielder does
  not get to choose the type of ray that is used.
  At the beginning of each day, the wand has 2 charges, and
  any unused charges fade after the 24 hours is up. Every time
  the wand is used, the player (or DM) can roll on the table
  below:
  d4
  d4
  Eye Ray Type
  Eye Ray Type
  1
  Dazing
  2
  Fear
  3
  Frost
  4
  Telekinetic
  The wand may not hold multiple charges of the same ray
  type. The ray types have the effects described below:
  Dazing Ray: The targeted creature must succeed on a DC
  12 Wisdom saving throw or be charmed until the start of
  your next turn. While the target is charmed in this way, its
  speed is halved, and it has disadvantage on attack rolls.
  Fear Ray: The targeted creature must succeed on a DC
  12 Wisdom saving throw or be frightened until the start of
  your next turn.
  Frost Ray: The targeted creature must succeed on a DC
  12 Dexterity saving throw or take 2d6 cold damage.
  Telekinetic Ray: If the target is a creature that is Medium
  or smaller, it must succeed on a DC 12 Strength saving
  throw or be moved up to 30 feet directly away from you.
  Gibbering Mouther (CR 2)
  Gibbering Mouther (CR 2)
  These abominations are unnatural aberrations, nightmarish
  blobs of mouths and eyes favored by the drow god Ghauna-
  daur.
  Flash Bomb
  Flash Bomb
  Parts Required: Spit from a Gibbering Mouther. 
  This requires extraction with Alchemy Supplies (DC 15), and
  can be stored in glass vials, as with most aberrant chemicals.
  Effect. Much like the Stench Bomb, the Flash Bomb is
  best used when thrown in its vial. The chemical glob inside
  explodes in a blinding flash of light on impact, and each
  creature within 5 feet of the flash must succeed on a DC 15
  Dexterity saving throw or be Blinded until the end of your
  next turn. 
  Cost. 80gp
  Grell (CR 3)
  Grell (CR 3)
  Grell have two priorities: colonize new lands and feed.
  Although instinct alone drives a grell to reproduce, feed, and
  expand their territory, their intelligence allow them to plan
  their actions far better than any pack of wild predatory
  animals could.
   
  Poison Whip
  Poison Whip
  Parts Required: Tentacle (DC 12) 
  When attached to a proper handle, the barbed tentacle of a
  grell makes a weapon capable of poisoning its targets.
  Martial Melee Weapon
  Damage: 1d6 Piercing. The target must succeed on a DC
  11 Constitution saving throw or be poisoned for 1 minute.
  The poisoned target is paralyzed, and it can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success.
  Properties: Finesse, Reach (10ft)
  Weight: 4lbs
  Cost. 60gp
  8
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  10/12
  Potion of Lightning Resistance
  Potion of Lightning Resistance
  Parts Required: Tentacle Barbs (DC 14) 
  If the character fails the DC check to safely remove the barbs,
  they suffer 1d6 poison damage. Once removed, the barbs can
  be crushed into a fine powder with a mortar and pestle.
  Effect. This powder, when added to purified water in a
  glass vial, grants its imbiber resistance to lightning damage
  for 1 hour.
  Cost. 200gp
  Intellect Devourer (CR 2)
  Intellect Devourer (CR 2)
  The intellect devourer resembles a walking brain protected
  by a crusty covering and set on bestial clawed legs. This foul
  aberration feeds on the intelligence of other creatures.
  Host Equipment. This creature is a body thief- one of the
  intellect devourer's abilities is to magically consume the brain
  of an incapacitated creature and then teleport inside their
  head to take control of it. However, once the host body dies, it
  has no choice but to retain its natural form.
  In this instance, you would be able to harvest from both
  creatures- aside from the brain matter of the host, of course.
  Ixitxachitl (CR 1/4)
  Ixitxachitl (CR 1/4)
  Also known as demon ray, the Ixitxachitl is an aquatic
  creature resembling a manta ray. They are evil servants of
  Demogorgon that dwell in the ocean.
  Barbed Whip
  Barbed Whip
  Like the Cloaker, the Ixitxachitl's tail makes an excellent
  whip.
  Mind Flayer (CR 7)
  Mind Flayer (CR 7)
  Mind flayers are tyrants, slavers, and planar voyagers. They
  view themselves as masterminds, controlling, harvesting, and
  twisting the potential of other creatures to further their evil
  and far-reaching goals.
  Poison of Lesser Psychic Affliction
  Poison of Lesser Psychic Affliction
  Parts Required: Tentacle (DC 13) While not as potent as the
  psychic energy that secretes from the Elder Brain, all illithid
  possess a fraction of it. 
  This poison is crafted the same way as the Poison of Psychic
  Affliction, but requires the juices of the tentacles instead of
  the brain matter.
  Effect. This chemical attacks the mind of its imbiber. The
  target must succeed on a DC 15 Intelligence saving throw or
  take 4d8 psychic damage and be stunned for 10 minutes. A
  target can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Cost. 180gp
  Mindwitness (CR 5)
  Mindwitness (CR 5)
  Mindwitnesses are flying nightmares of eyes and tentacles
  created by mind flayers by inserting one of their tadpoles into
  a beholder.
  Wand of the Witness
  Wand of the Witness
  Parts Required: Any eye stalk of a Mindwitness or similar
  creature, a bone from any creature. This wand is made by
  winding a severed eye stalk around a clean bone and
  preserving it that way for at least 3 days. The bone serves
  as a handle and the wielder can point the eye at their
  enemies.
  Effect. Each wand made this way is capable of any of the
  eye rays that a gauth may use when alive, but the wielder
  does not get to choose the type of ray that is used.
  At the beginning of each day, the wand has 1d4 charges,
  and any unused charges fade after the 24 hours is up. Every
  time the wand is used, the player (or DM) can roll on the table
  below:
  d6
  d6
  Eye Ray Type
  Eye Ray Type
  1
  Aversion
  2
  Fear
  3
  Psychic
  4
  Slowing
  5
  Stunning
  6
  Telekinetic
  The wand may not hold multiple charges of the same ray
  type. The ray types have the effects described below:
  Aversion Ray: The targeted creature must make a DC 13
  Charisma saving throw. On a failed save, the target has
  disadvantage on attack rolls for 1 minute. The target can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Fear Ray: The targeted creature must succeed on a DC
  13 Wisdom saving throw or be frightened for 1 minute.
  The target can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  Psychic Ray: The target must succeed on a DC 13
  Intelligence saving throw or take 4d8 psychic damage.
  Slowing Ray: The targeted creature must make a DC 13
  Dexterity saving throw. On a failed save, the target’s speed
  is halved for 1 minute. In addition, the creature can’t take
  reactions, and it can take either an action or a bonus
  action on its turn but not both. The creature can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Stunning Ray: The targeted creature must succeed on a
  DC 13 Constitution saving throw or be stunned for 1
  minute. The target can repeat the saving throw at the start
  of each of its turns, ending the effect on itself on a
  success.
  Telekinetic Ray: If the target is a creature, it must make a
  DC 13 Strength saving throw. On a failed save, you moves
  it up to 30 feet in any direction, and it is restrained by the
  ray’s telekinetic grip until the start of your next turn or
  until you are incapacitated.
  Morkoth (CR 11)
  Morkoth (CR 11)
  These creatures are also known as wraiths of the deep, a
  cruel and evil race of aquatic predators with hypnotic powers.
  Hypnotic Poison
  Hypnotic Poison
  Parts Required: Tentacle, ground and juiced. The hypnotic
  9
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  11/12
  chemical is minute and is easily tarnished by damaging the
  tentacle. Therefore more than one tentacle is typically need-
  ed for a dose of the poison.
  Effect. The creature that ingests this poison must make a
  DC 17 Wisdom saving throw. On a failed save, the creature is
  charmed for 10 minutes by the first person who speaks to it
  and becomes highly suggestible, as though under the effects
  of the Suggestion spell.
  When the hypnosis wears off, the creature will remember
  what it did, but will not know it was charmed or hypnotized. 
  Cost. 700gp
  Neogi (CR 3)
  Neogi (CR 3)
  Neogi are small eight-legged creatures, the adults no bigger
  than a small child. They have a head with reflective eyes that
  sit upon a long eel-like neck. With their hairy flattened
  abdomen, they are sometimes described as akin to a cross
  between a wolf spider and an eel.
  Small Chitin Fragments
  Small Chitin Fragments
  These fragments are often too small to craft anything out of,
  but in some desert regions chitin is ground into a fine powder
  and then mixed with water and clay in order to form a sort of
  cementing paste for use in construction.
  Neothelid (CR 13)
  Neothelid (CR 13)
  Neothelids are the gargantuan result of a failed illithid colony,
  making them extremely rare creatures. A tadpole that evolved
  in the exact conditions and then survived the chaos of the
  abandoned spawning pools becomes a giant, acid-spewing
  worm
  Barbed Whip
  Barbed Whip
  The Neothelid's barbed tongues are similar to the Cloaker
  and Ixitxachitl's tails, and can be crafting into a Barbed Whip
  in the same fashion.
  Acid Bomb
  Acid Bomb
  Parts Required: Acid Sac, extracted carefully with Alchemy
  Supplies (DC 18). 
  The acid sac must be extracted whole. A failed check
  destroys the sac and causes the harvester to take 2d6 acid
  damage.
  Effect. Once removed, the acid sac makes for a great trap,
  but is highly flammable and must be handled with caution.
  When the sac is ignited, it explodes with a blast radius of 20
  feet, and every creature in the area must make a Dexterity
  saving throw (DC 18) or take 6d6 acid damage. 
  Cost. 625gp
  Nothic (CR 2)
  Nothic (CR 2)
  Nothics are the result of a curse befalling wizards who delved
  too deep into arcane knowledge. Once transformed, the
  nothic holds no discernible memory of its former self, except
  for a faint notion that there might be a way to reverse its
  condition.
  Focus of Weird Insight
  Focus of Weird Insight
  Parts Required: Eye of a Nothic (DC 16) 
  Once delicately removed, this eye can be shrunken down and
  combined with glass or crystal to perfectly preserve the eye
  inside. This requires at least 8 hours and a successful
  Arcana check (DC 18).
  While wielding the eye, the following effects are maintain-
  ed:
  The eye acts as an arcane focus that gives its wielder Keen
  Sight. This grants advantage on Wisdom (Perception)
  checks that rely on sight when the Focus is in hand.
  Once per day, you can target one creature you can see
  within 30 ft. of it. The target must contest its Charisma
  (Deception) check against your Wisdom (Insight) check. If
  you win, you magically learn one fact or secret about the
  target. The target automatically wins if it is immune to
  being charmed. 
  Cost. 950gp
  Otyugh (CR 5)
  Otyugh (CR 5)
  Otyughs are primarily omnivorous scavengers. They can
  consume almost all kinds of refuse and waste, such as
  carrion, offal, and many other things others would view as
  garbage. Nevertheless, they will take fresh meat when they
  have the chance.
  Aberrant Hide Satchel
  Aberrant Hide Satchel
  Parts Required: Medium or Large Hide from an aberrant
  creature, 5gp worth of metal hardware such as buckles and
  clasps.
  Crafting. Once the creature has been skinned, the hide
  must be treated using Leatherworker's Tools with a DC of 12,
  and then cut and formed into its satchel shape. A final DC of
  18 will yield a well-crafted satchel capable of holding one
  cubic foot or 50 lbs of gear. This entire process takes a min-
  imum of 8 hours a day, for 3 days to complete. 
  Cost. 120gp
  Vial of Filth Fever
  Vial of Filth Fever
  Parts Required: Saliva of an Otyugh (DC 12) 
  Due to the nature of their appetites, the mouth of an otyugh is
  often disgusting and diseased. This can be used to the harves-
  ter's advantage. The saliva can be placed in vials and used in
  a variety of ways, but the most common ways are placing the
  liquid into someone's food or drink, or smearing it onto a
  weapon so the disease is introduced to the bloodstream.
  Effect. When the disease is introduced into a target
  creature's system, they must succeed on a DC 15
  Constitution saving throw against disease or become
  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.
  Cost. 275gp
  Slaad, Blue (CR 7)
  Slaad, Blue (CR 7)
  Their base form was that of a large bipedal frog, though some
  of the more powerful slaadi had polymorph self or shape-
  change abilities and sometimes appeared as humanoids.
  Blue Slaadi are born from the eggs that Red Slaadi put into
  humanoid hosts, who are then eaten from the inside out by
  10
  PRACTICAL USE GUIDE
  
  1/22/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/ryVtIllmN?dialog=true
  12/12
  the growing tadpole.
  Dagger of Disease
  Dagger of Disease
  Parts Required: The foreclaws of a Blue Saad, carefully
  removed and attached to a hilt. (DC 10) A failure results in
  the harvester having to succeed on the Consitution saving
  throw or become diseased. 
  Simple Melee Weapon 
  Damage: 1d6 Piercing 
  Properties: Finesse, Light, Range, Thrown (20/60ft) 
  Weight: 1 lb
  Effect. If the target struck by the dagger is a humanoid, it
  must succeed on a DC 15 Constitution saving throw or be
  infected with a disease called chaos phage. While infected,
  the target can’t regain hit points, and its hit point maximum is
  reduced by 1d6 every 24 hours.
  If the disease reduces the target’s hit point maximum to 0,
  the target instantly transforms into a red slaad or, if it has the
  ability to cast spells of 3rd level or higher, a green slaad. Only
  a wish spell can reverse the transformation. 
  Cost. 930gp
  Variant: Control Gem
  Variant: Control Gem
  See the Control Gem passage at the end of the guide.
  Slaad, Death (CR 10)
  Slaad, Death (CR 10)
  Death slaadi emerged as the result of a gray slaad having
  devoured the corpse of a dead death slaad. As their previous
  form, they could wield greatswords and imbue them with
  their own magic.
  Necrosis Knife
  Necrosis Knife
  Parts Required: The foreclaws of a Death Slaad, carefully
  removed and attached to a hilt. (DC 10) A failure results in
  the harvester taking 1d6 necrotic damage. 
  Simple Melee Weapon 
  Damage: 1d6 Necrotic 
  Properties: Finesse, Light, Range, Thrown (20/60ft) 
  Weight: 1 lb 
  Cost. 280gp
  Variant: Control Gem
  Variant: Control Gem
  See the Control Gem passage at the end of the guide.
  Slaad, Gray (CR 9)
  Slaad, Gray (CR 9)
  Gray slaadi are the result of a green slaad having learned a
  magical procedure to transform permanently into a stronger
  form, while retaining all their memories from their previous
  forms. They can wield greatswords and imbue them with
  their own magic.
  Variant: Control Gem
  Variant: Control Gem
  See the Control Gem passage at the end of the guide.
  Slaad, Green (CR 8)
  Slaad, Green (CR 8)
  Green slaadi appear as the result of an infection of a
  humanoid spellcaster by a red slaad egg or a blue slaad's
  chaos phage. If the infected humanoid can cast sufficiently
  powerful spells, instead of a red or blue slaad, a green slaad
  appears.
   
  Variant: Control Gem
  Variant: Control Gem
  See the Control Gem passage at the end of the guide.
  Slaad, Red (CR 5)
  Slaad, Red (CR 5)
  Red slaadi appear as the result of the chaos phage disease
  that infects humanoids by contact with blue slaadi hooks, and
  are the slaadi egg-bearers.
  Dagger of Slaadi Fertility
  Dagger of Slaadi Fertility
  Parts Required: The foreclaws of a Red Slaad, carefully
  removed and attached to a hilt. (DC 13) A failure results in
  the harvester having to succeed on a DC 14 Constitution
  saving throw in order to avoid getting infected with an
  imperceptible slaad egg. 
  Simple Melee Weapon 
  Damage: 1d6 Piercing 
  Properties: Finesse, Light, Range, Thrown (20/60ft) 
  Weight: 1 lb 
  Cost. 675gp 
  If the harvested slaad infected no one during the initial
  combat, then the dagger has the following effect:
  Effect. If the target is a humanoid, it must succeed on a DC
  14 Constitution saving throw or be infected with a disease - a
  minuscule slaad egg. Each dagger crafted has the ability to
  infect a host with one egg.
  A humanoid host can carry only one slaad egg to term at a
  time. Over three months, the egg moves to the chest cavity,
  gestates, and forms a slaad tadpole. In the 24-hour period
  before giving birth, the host starts to feel unwell, its speed is
  halved, and it has disadvantage on attack rolls, ability checks,
  and saving throws. At birth, the tadpole chews its way
  through vital organs and out of the host’s chest in 1 round,
  killing the host in the process.
  If the disease is cured before the tadpole’s emergence, the
  unborn slaad is disintegrated.
  Variant: Control Gem
  Variant: Control Gem
  Whether a slaadi has this gem is up to the DM. It is a
  Whether a slaadi has this gem is up to the DM. It is a
  variant rule and may or may not exist as described
  variant rule and may or may not exist as described
  here.
  here.  
   
  Implanted in the slaad’s brain is a magic control
  gem. The slaad must obey whoever possesses the
  gem and is immune to being charmed while so
  controlled.
  Certain spells can be used to acquire the gem. If
  the slaad fails its saving throw against
  imprisonment, the spell can transfer the gem to
  the spellcaster’s open hand, instead of imprisoning
  the slaad. A wish spell, if cast in the slaad’s
  presence, can be worded to acquire the gem.
  A greater restoration spell cast on the slaad
  destroys the gem without harming the slaad.  
  Someone who is proficient in Wisdom (Medicine)
  can remove the gem from an incapacitated slaad.
  Each try requires 1 minute of uninterrupted work
  and a successful DC 20 Wisdom (Medicine) check.
  Each failed attempt deals 22 (4d10) psychic
  damage to the slaad.
  11
  PRACTICAL USE GUIDE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paper Druid/Creature Harvest Index Vol. II - Aberrations.pdf