TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen, 
  Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This 
  work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  H�� T� U�� T��� B���?
  Killing Humanoid Enemies
  6
  Harvesting Checks
  6
  Harvest Time
  7
  Time of Death
  7
  Types of Loot
  7
  N�� M�������
  Augrek Brighthelm
  9
  Beldora
  9
  Crag Cat
  9
  Darathra Shendrel
  9
  Darz Helgar
  9
  Duvessa Shane
  9
  Ghelryn Foehammer
  9
  Hulking Crab
  9
  Iymrith the Dragon 
  10
  Liﬀ erlas
  10
  Maegera the Dawn Titan
  10
  Markham Southwell 
  11
  Miros Xelbrin
  11
  Narth Tezrin 
  11
  Naxene Drathkala 
  11
  Oren Yogilvy
  11
  Purple Wormling 
  11
  Shalvus Martholio
  11
  Sirac of Suzail 
  11
  Sir Baric Nylef
  11
  Tressym
  11
  Urgala Meltimer
  11
  Uthgardt Shaman
  12
  Yakfolk Priest
  12
  Yakfolk Warrior
  12
  Zi Liang
  12
  C�������� F��� ��� 
  M������ M�����
  Aarakocra 
  13
  Abominable Yeti
  13
  Acolyte
  13
  Adult Blue Dragon
  13
  Adult Bronze Dragon
  14
  Adult Silver Dragon
  14
  Adult White Dragon
  15
  Air Elemental
  16
  Ancient Blue Dragon
  16
  Ancient Green Dragon
  16
  Ancient Red Dragon
  17
  Ancient White Dragon
  17
  Animated Armor
  18
  Archmage
  18
  Assassin
  18
  Awakened Shrub
  18
  Awakened Tree
  18
  Axe Beak 
  18
  Bandit
  18
  Bandit Captain
  19
  Bat 
  19
  Berserker
  19
  Black Bear 
  19
  Black Pudding
  19
  Blood Hawk
  19
  Boar
  19
  Brown Bear
  19
  Bugbear
  19
  Bulette
  19
  Cambion
  20
  Cat
  20
  Cave Bear
  20
  T���� �� C�������
  
  4
  Centaur 
  20
  Chimera 
  20
  Cloud Giant 
  20
  Commoner 
  20
  Couatl 
  21
  Cult Fanatic 
  21
  Cultist 
  21
  Death Dog 
  21
  Dire Wolf 
  21
  Doppelganger 
  21
  Draft Horse 
  22
  Drow Elite Warrior 
  22
  Drow Mage 
  22
  Druid 
  22
  Dryad 
  22
  Earth Elemental 
  22
  Elk 
  23
  Ettin 
  23
  Fire Elemental 
  23
  Fire Giant 
  23
  Flying Snake 
  23
  Flying Sword 
  23
  Frost Giant 
  23
  Gargoyle 
  23
  Ghost 
  24
  Giant Boar 
  24
  Giant Elk 
  24
  Giant Owl 
  24
  Giant Rat 
  24
  Giant Shark 
  24
  Giant Spider 
  24
  Giant Vulture 
  24
  Gladiator 
  24
  Goat 
  25
  Goblin  
  25
  Goblin Boss 
  25
  Griﬀ on 
  25
  Guard 
  25
  Half-Ogre 
  25
  Harpy 
  25
  Hell Hound 
  25
  Helmed Horror 
  26
  Hill Giant 
  26
  Hippogriﬀ  
  26
  Hobgoblin 
  26
  Hobgoblin Warlord 
  26
  Hunter Shark 
  26
  Ice Mephit 
  26
  Imp 
  27
  Invisible Stalker 
  27
  Iron Golem 
  27
  Killer Whale 
  27
  Knight 
  27
  Kobold 
  27
  Kraken 
  27
  Mage 
  28
  Magma Mephit 
  28
  Magmin 
  28
  Manticore 
  28
  Mastiﬀ  
  28
  Merfolk 
  28
  Merrow 
  29
  Mule 
  29
  Mummy Lord 
  29
  Noble 
  29
  Octopus 
  29
  Ogre 
  29
  Oni 
  29
  Orc 
  30
  Orc Eye of Gruumsh 
  30
  Orc War Chief 
  30
  Orog 
  30
  Otyugh 
  30
  Piercer 
  30
  Priest 
  30
  Rat 
  30
  Remorhaz 
  31
  Riding Horse 
  31
  
  5
  Roc 
  31
  Roper 
  31
  Rug of Smothering 
  31
  Rust Monster 
  32
  Salamander 
  32
  Satyr 
  32
  Scout 
  32
  Shadow Demon 
  32
  Shield Guardian 
  32
  Silver Dragon Wyrmling 
  32
  Skeleton 
  33
  Smoke Mephit 
  33
  Specter 
  33
  Sprite 
  33
  Spy 
  33
  Stone Giant 
  33
  Stone Golem 
  34
  Succubus/Incubus 
  34
  Swarm of Insects 
  34
  Thug 
  34
  Treant 
  34
  Tribal Warrior 
  34
  Troll 
  34
  Vampire 
  35
  Veteran 
  35
  Warhorse 
  35
  Water Elemental 
  35
  Werewolf 
  35
  White Dragon Wyrmling 
  35
  Wight 
  36
  Winter Wolf 
  36
  Wolf 
  36
  Worg 
  36
  Wyvern 
  36
  Yeti 
  37
  Young Brass Dragon 
  37
  Young Copper Dragon 
  37
  Young Green Dragon 
  38
  Young Remorhaz 
  38
  Young Silver Dragon 
  38
  Yuan-ti Malison 
  39
  Yuan-ti Pureblood 
  39
  
  6
  H�� T� U�� T��� B���?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might ﬁ nd 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are diﬀ erent types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to ﬁ t the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are ﬁ ghting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  K������ H������� E������
  Many humanoid enemies exist within the 
  worlds of D������� & D������. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and ﬂ esh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  H��������� C�����
  There are a few ways to harvest the monsters 
  found in the worlds of D������� & D������, 
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  A������ C����
  When a character attempts to harvest a 
  creature, they must ﬁ rst succeed on a speciﬁ c 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better ﬁ t the nature of the game at hand. 
  T��� �� A������ C����
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, ﬁ end, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10 
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  7
  T��� C����
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  ﬁ nesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the ﬁ eld. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  H������ T���
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get 
  a portion of the loot. The amount of loot they 
  get in such a situation varies and is decided 
  by the DM. 
  T��� S���� H���������
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  T��� �� D����
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  ﬂ esh enough that rations can be harvested. 
  T���� �� L���
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken 
  descriptor, the item was damaged prior 
  to ﬁ ghting or during the ﬁ ght in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proﬁ ciency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component 
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  8
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their beneﬁ ts and cannot 
  be reused. To consume these 
  items, they ﬁ rst need to be 
  treated using a speciﬁ c tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the ﬁ nished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no beneﬁ t from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and 
  can be changed to ﬁ t the nature of the game 
  being played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proﬁ ciency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  
  9
  _____________________________
  NEW MONSTERS
  _____________________________
  A����� B���������
  • 
  1 Broken Chain Shirt (size Medium).
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Shield. 
  • 
  1 Broken Warhammer. 
  • 
  3d6 Crossbow Bolts. 
  B������
  • 
  1 Broken Hand Crossbow. 
  • 
  1 Broken Shortsword. 
  • 
  3d6 Crossbow Bolts. 
  C��� C��
  • 
  1 Crag Cat Hide. Can be crafted into 
  leather armor (500 gp, 2 days) or 
  studded leather armor (500 gp, 3 days). 
  Requires attunement. While wearing his 
  armor, you can’t be targeted or detected 
  by divination magic or perceived through 
  magical scrying sensors. 
  • 
  1d10 Crag Cat 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. 
  D������� S�������
  • 
  1 Broken Breastplate (size Medium). 
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  3d6 Crossbow Bolts.
  D��� H�����
  • 
  1 Broken Shortsword.
  • 
  1 Sling. 
  D������ S����
  • 
  1 Dagger. 
  G������ F��������
  • 
  1 Broken Battleaxe.
  • 
  1 Broken Breastplate (size Medium).
  • 
  1 Broken Shield.
  H������ C���
  • 
  1 Hulking Crab Shell. Can be crafted 
  into a shield (75 gp, 3 days). If you 
  remain motionless and are completely 
  covered by the shield while in rocky 
  terrain, you have advantage on Dexterity 
  (Stealth) checks that rely on sight since 
  you resemble a natural formation. Two 
  shields can be crafted from one shell. 
  • 
  4d6 Rations. 
  
  10
  I������ ��� D����� 
  • 
  1 Ancient Blue Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 23 Dexterity saving throw, 
  taking 16d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not.
  • 
  2d6 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1d2 Blue Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1 Blue Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage. 
  Three sets of armor can be crafted 
  from this hide.
  • 
  3d12 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d12 Blue Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Blue Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.
  • 
  10d6 Rations.
  • 
  1d2+2 Sapphires.
  L��������
  • 
  1d8 Enchanted Logs. When set on ﬁ re, 
  one enchanted log burns for eight hours 
  and gives oﬀ  as much heat as an average 
  campﬁ re. The ﬁ re is not magical and 
  can be extinguished in the same ways as 
  normal ﬁ re can.
  M������ ��� D��� T����
  • 
  5d10 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result.
  • 
  3d6 Ounces of Blast Powder. As an 
  action, you can set ﬁ re to an ounce of this 
  powder and cause a violent explosion. 
  Each creature standing within 10 feet of 
  the powder when it was lit must succeed 
  on a DC 20 Dexterity saving throw or 
  take 3d6 ﬁ re damage.
  • 
  4d4 Smoke Shards. As an action, you 
  can crush this shard and have thick 
  smoke bellow out from it. The area 
  in a 10-foot radius around the shard 
  is ﬁ lled with thick smoke that blocks 
  vision, including darkvision. This 
  smoke persists for one minute before it 
  disappears. 
  • 
  4d8 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.
  • 
  1d4 Vials of Ignition Oil. As an action, 
  you can pour this oil over a Large or 
  smaller creature. Until the end of your 
  next turn, any resistance or immunity to 
  ﬁ re damage that the target gains from 
  a spell or magic item is suppressed. 
  Elementals are immune to this eﬀ ect. 
  
  11
  M������ S��������
  • 
  1 Broken Heavy Crossbow. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Splint Armor (size Medium).
  • 
  3d6 Crossbow Bolts. 
  M���� X������
  • 
  1 Broken Club. 
  • 
  1 Broken Heavy Crossbow. 
  • 
  3d6 Crossbow Bolts.
  N���� T�����
  • 
  1 Broken Shortsword. 
  • 
  1 Broken Hand Crossbow.
  • 
  3d6 Crossbow Bolts. 
  N����� D��������
  • 
  1 Broken Quarterstaﬀ .
  • 
  1 Spellbook. It has in it the following 
  spells: lightning bolt, mage armor, 
  magic missile.
  O��� Y������
  • 
  2d2 Daggers. 
  O������
  • 
  1 Broken Rapier. 
  P����� W�������
  • 
  1 Purple Wormling Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days). 
  • 
  1 Purple Wormling Tail Stinger. Can be 
  crafted into a longsword (150 gp, 9 days), 
  a lance (150 gp, 9 days), or a rapier (150 
  gp, 9 days). On a hit, the weapon deals 
  an additional 1d6 poison damage.
  • 
  2d6 Rations.
  • 
  1d2 Vials of Purple Wormling Poison. 
  As an action, the poison can be used to 
  coat one slashing or piercing weapon, 
  or up to three pieces of ammunition. A 
  creature hit by the poisoned weapon 
  or ammunition must make a DC 13 
  Constitution saving throw or take 3d6 
  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.
  S������ M��������
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1 Broken Quarterstaﬀ . 
  • 
  3d6 Crossbow Bolts. 
  S���� �� S�����
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1 Broken Shortsword.
  • 
  1d4 Darts. 
  S�� B���� N����
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Maul. 
  • 
  1 Broken Plate Armor (size Medium).
  • 
  3d6 Crossbow Bolts.
  T������
  • 
  1 Ration.
  • 
  1d2 Tressym Eyes. When consumed, you 
  see invisible creatures and objects within 
  60 feet of you for one minute.
  • 
  1 Tressym Tongue. When consumed, 
  you can detect whether a substance is 
  poisonous by taste or smell. This eﬀ ect 
  lasts for one hour.
  U����� M�������
  • 
  3d6 Arrows. 
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1 Broken Morningstar. 
  • 
  1 Broken Shortbow. 
  
  12
  U������� S�����
  • 
  3d6 Arrows.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Shortbow. 
  • 
  1d4 Spears. 
  Y������ P�����
  • 
  1 Broken Hide Armor (size Large). 
  • 
  1 Broken Quarterstaﬀ . 
  • 
  1d2 Vials of Yakfolk Possession Elixir. 
  When consumed, you can attempt to 
  magically possess a humanoid or giant 
  within the next 2 hours. You must be 
  touching the target throughout a short 
  rest, or the attempt fails. At the end of 
  the rest, the target must succeed on 
  a DC 12 Constitution saving throw or 
  be possessed by you. Upon possessing 
  the target, you disappear along with 
  everything you are carrying and wearing. 
  Until the possession ends, the target is 
  incapacitated, loses control of its body, 
  and is unaware of its surroundings. 
  You now control the body and can’t be 
  targeted by any attack, spell, or other 
  eﬀ ect, and you retain your alignment; 
  your Intelligence, Wisdom, and 
  Charisma scores; and your proﬁ ciencies. 
  Otherwise, you use the target’s statistics, 
  expect the target’s knowledge, class 
  features, feats, and proﬁ ciencies. 
  The possession lasts until either the 
  body drops to 0 hit points, you end the 
  possession as an action, or you are 
  forced out of the body by an eﬀ ect such 
  as the dispel evil and good spell. When 
  the possession ends, you reappear within 
  an unoccupied space within 5 feet of 
  the body and are stunned until the end 
  of your next turn. If the host body dies 
  while it is possessed by you, you die as 
  well, and your body doesn’t reappear. 
  Y������ W������
  • 
  3d6 Arrows. 
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Leather Armor (size Large). 
  • 
  1 Broken Longbow. 
  • 
  1 Vial of Yakfolk Possession Elixir. 
  When consumed, you can attempt to 
  magically possess a humanoid or giant 
  within the next 2 hours. You must be 
  touching the target throughout a short 
  rest, or the attempt fails. At the end of 
  the rest, the target must succeed on 
  a DC 12 Constitution saving throw or 
  be possessed by you. Upon possessing 
  the target, you disappear along with 
  everything you are carrying and wearing. 
  Until the possession ends, the target is 
  incapacitated, loses control of its body, 
  and is unaware of its surroundings. 
  You now control the body and can’t be 
  targeted by any attack, spell, or other 
  eﬀ ect, and you retain your alignment; 
  your Intelligence, Wisdom, and 
  Charisma scores; and your proﬁ ciencies. 
  Otherwise, you use the target’s statistics, 
  expect the target’s knowledge, class 
  features, feats, and proﬁ ciencies. 
  The possession lasts until either the 
  body drops to 0 hit points, you end the 
  possession as an action, or you are 
  forced out of the body by an eﬀ ect such 
  as the dispel evil and good spell. When 
  the possession ends, you reappear within 
  an unoccupied space within 5 feet of 
  the body and are stunned until the end 
  of your next turn. If the host body dies 
  while it is possessed by you, you die as 
  well, and your body doesn’t reappear. 
  Z� L����
  • 
  1 Broken Quarterstaﬀ . 
  • 
  1 Sling.
  
  13
  The following creatures from the Monster 
  Manual appear in Storm King's Thunder, 
  alongside new monsters and enemies 
  ﬁ t for looting. The entries below can all 
  be found in the Monster Loot: Monster 
  Manual supplement and have been added 
  to this document for easy reference. They 
  are largely unchanged from how they are 
  written in the Monster Loot: Monster 
  Manual supplement.
   A�������� 
  • 
  1d6 Aarakocra Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1 Broken Leather Armor.
  • 
  1d4 Javelins.
  A��������� Y���
  • 
  2d6 Rations.
  • 
  1d8 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.
  _____________________________
  CREATURES FROM THE 
  MONSTER MANUAL
  _____________________________
  • 
  1 Abominable Yeti Frost Gland. As an 
  action, you can throw this gland up to 30 
  feet away where it will explode in a cloud 
  of frost. Each creature within 10 feet 
  of where the gland landed must make 
  a DC 18 Constitution saving throw. A 
  creature takes 10d8 cold damage on a 
  failed save and half as much damage on 
  a successful one.
  A������
  • 
  1 Broken Club.
  • 
  1 Flask of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the acolyte.
  A���� B��� D�����
  • 
  1 Adult Blue Dragon Lightning Sparker. 
  As an action, you slam this sparker into 
  the ground. Each creature in a 20 foot 
  line that is 5 feet wide must make a DC 
  19 Dexterity saving throw, taking 12d10 
  lightning damage on a failed save, or 
  half as much damage on a successful 
  one. The sparker is unstable and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was slammed or not.
  • 
  1d6 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1d2 Blue Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1 Blue Dragon Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  
  14
  resistance to lightning damage. Two sets 
  of armor can be crafted from this hide.
  • 
  2d8 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d8 Blue Dragon Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Blue Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.
  • 
  4d6 Rations.
  • 
  1d2 Sapphires.
  A���� B����� D�����
  • 
  1 Adult Bronze Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 19 Dexterity saving throw, 
  taking 12d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not.
  • 
  1 Adult Bronze Dragon Repulsion Organ. 
  Once per day, you can use an action to 
  activate this organ to send out repulsion 
  in a 10 foot cone. Each creature in that 
  area must succeed on a DC 19 Strength 
  saving throw or be pushed 30 feet 
  away from you.
  • 
  1d6 Bronze Dragon Claws. Can be 
  crafted into a dagger (150 gp, 9 days). 
  On a hit, you deal an additional 1d6 
  lightning damage with this weapon.
  • 
  1d2 Bronze Dragon Fangs. Can be 
  crafted into a shortsword (150 gp, 9 
  days). On a hit, you deal an additional 
  1d6 lightning damage with this weapon.
  • 
  1 Bronze Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to lightning damage. Two sets 
  of armor can be crafted from this hide.
  • 
  2d8 Bronze Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d8 Bronze Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Bronze Dragon Wings. One wing 
  can be crafted into a resistant cloak 
  (1000 gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.
  • 
  4d6 Rations.
  A���� S����� D�����
  • 
  1 Adult Silver Dragon Frost Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will burst in a 
  frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 19 Constitution saving 
  throw, taking 12d8 cold 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 Silver 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 Silver Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  
  15
  a hit, you deal an additional 1d6 cold 
  damage with this weapon.
  • 
  1 Silver 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. Two sets of 
  armor can be crafted from this hide.
  • 
  2d8 Silver 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.
  • 
  2d8 Silver 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 Silver Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage.
  • 
  4d6 Rations.
  • 
  1d2 Vials of Paralyzing Gas. As an 
  action, you can throw this vial up to 30 
  feet away where it will shatter. Each 
  creature within 20 feet of where the 
  vial landed must succeed on a DC 
  18 Constitution saving throw or be 
  paralyzed for one minute. A creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect on 
  itself on a success.
  A���� W���� D�����
  • 
  1 Adult White Dragon Frost Gland. As 
  an action, you can throw this gland up 
  to 30 feet away where it will burst in a 
  frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 19 Constitution saving 
  throw, taking 12d8 cold 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 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 Fangs. 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. Two sets 
  of armor can be crafted from this hide.
  • 
  2d8 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+1 White Dragon Soles. Two soles 
  can be crafted into a set of ice walker’s 
  boots (100 gp, 7 days). While wearing 
  these shoes, you can move and climb 
  icy surfaces without needing to make 
  an ability check. Additionally, diﬃ  cult 
  terrain composed of ice or snow doesn’t 
  cost you extra movement.
  • 
  2d8 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 White Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage.
  • 
  4d6 Rations.
  
  16
  A�� E��������
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.
  A������ B��� D�����
  • 
  1 Ancient Blue Dragon Lightning 
  Sparker. As an action, you slam this 
  sparker into the ground. Each creature 
  in a 20 foot line that is 5 feet wide must 
  make a DC 23 Dexterity saving throw, 
  taking 16d10 lightning damage on a 
  failed save, or half as much damage 
  on a successful one. The sparker is 
  unstable and will burst 3d6 hours after 
  being harvested, regardless of if it was 
  slammed or not.
  • 
  2d6 Blue Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1d2 Blue Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 lightning 
  damage with this weapon.
  • 
  1 Blue Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to lightning damage. 
  Three sets of armor can be crafted 
  from this hide.
  • 
  2d12 Blue Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to lightning damage.
  • 
  2d12 Blue Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 lightning damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Blue Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  lightning damage.
  • 
  10d6 Rations.
  • 
  1d2+2 Sapphires.
  A������ G���� D�����
  • 
  1 Ancient Green Dragon Poison Gland. 
  As an action, you can throw this gland up 
  to 30 feet away where it will explode in 
  a cloud of poison. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Constitution saving 
  throw, taking 22d6 poison 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.
  • 
  2d6 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon.
  • 
  1d2 Green Dragon Fangs. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon.
  • 
  1 Green Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days). While wearing this armor, you 
  have resistance to poison damage. 
  Three sets of armor can be crafted 
  from this hide.
  • 
  1d2 Green Dragon Lung Tissue. When 
  consumed, you become amphibious 
  for 8 hours.
  • 
  2d12 Green Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  
  17
  wearing this armor, you have resistance 
  to poison damage.
  • 
  2d12 Green 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 poison damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Green Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  poison damage.
  • 
  10d6 Rations.
  A������ R�� D�����
  • 
  1 Ancient 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 24 Dexterity saving throw, 
  taking 26d6 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.
  • 
  2d6 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. Three sets of 
  armor can be crafted from this hide.
  • 
  2d12 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.
  • 
  2d12 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 
  gp, 30 days). Requires attunement. When 
  worn, you have resistance to ﬁ re damage.
  • 
  10d6 Rations.
  • 
  1d2+2 Rubies.
  A������ W���� D�����
  • 
  1 Ancient White Dragon Frost Gland. 
  As an action, you can throw this gland 
  up to 30 feet away where it will burst in 
  a frosty explosion. Each creature within 
  10 feet of where the gland landed must 
  succeed on a DC 22 Constitution saving 
  throw, taking 16d8 cold 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.
  • 
  2d6 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 Fangs. 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. 
  Three sets of armor can be crafted 
  from this hide.
  • 
  2d12 White Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  
  18
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to cold damage.
  • 
  2d4+2 White Dragon Soles. Two soles 
  can be crafted into a set of ice walker’s 
  boots (100 gp, 7 days). While wearing 
  these shoes, you can move and climb 
  icy surfaces without needing to make 
  an ability check. Additionally, diﬃ  cult 
  terrain composed of ice or snow doesn’t 
  cost you extra movement.
  • 
  2d12 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 White Dragon Wings. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. 
  When worn, you have resistance to 
  cold damage.
  • 
  10d6 Rations.
  A������� A����
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  A�������
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, detect magic, ﬁ re 
  shield, identify, teleport.
  • 
  1d6 Vials.
  A�������
  • 
  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.
  A������� S����
  • 
  1 Twig. Can be used as an arcane focus 
  or a druidic focus.
  A������� T���
  • 
  2d6 Enchanted Logs. When set on ﬁ re, 
  one enchanted log burns for eight hours 
  and gives oﬀ  as much heat as an average 
  campﬁ re. The ﬁ re is not magical and 
  can be extinguished in the same ways as 
  normal ﬁ re can.
  A�� B���
  • 
  1d8 Axe Beak Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  B�����
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  
  19
  B����� C������
  • 
  1d2 Bottles of Alcohol.
  • 
  1 Broken Dagger.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Studded Leather Armor.
  B��
  • 
  1 Ration.
  B��������
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor.
  B���� B���
  • 
  1 Black Bear Hide. Two hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  B���� P������
  • 
  2d6 Vials of Ooze Goop. As an action, 
  you can throw this vial at a creature 
  within 20 feet of you, treating the vial 
  as an improvised weapon. On a hit, the 
  vial shatters and covers the creature 
  with black goop. For the next minute, the 
  creature takes 1d8 acid damage at the 
  start of each of its turns. The creature 
  can use an action to scrape the goop oﬀ , 
  ending the eﬀ ect early.
  B���� H���
  • 
  1d8 Blood Hawk Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d4 Rations.
  B���
  • 
  1 Boar Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d2 Boar Tusks. Can be crafted into a 
  dagger (2 gp, 1 day).
  • 
  1d6 Rations.
  B���� B���
  • 
  1d4 Brown Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Brown Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  B������
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shield.
  • 
  1d2 Javelins.
  B������
  • 
  1d3+1 Bulette Feet. Two bulette feet can 
  be crafted into a set of boots of striding 
  and springing (DMG p. 156) (200 
  gp, 14 days).
  • 
  1 Bulette Plated Hide. Can be crafted 
  into a set of plate armor (1500 gp, 5 
  days) or into a set of half-plate armor 
  (750 gp, 4 days).
  • 
  2d6 Rations.
  
  20
  C������
  • 
  1 Broken Scale Mail (size Medium).
  • 
  1 Broken Spear.
  • 
  1d2 Cambion Hands. Requires 
  attunement. Can be used as an arcane 
  focus. You know the produce ﬂ ame 
  cantrip, but only when you are holding 
  onto the hand. Charisma is your 
  spellcasting ability for the cantrip.
  • 
  1 Cambion Tongue. When consumed, 
  you gain advantage on Charisma 
  checks for one hour. It can also be used 
  as an additional material component 
  when casting the spells charm person, 
  command, suggestion, and mass 
  suggestion. When used in this way, one 
  target of the spell has disadvantage 
  on their saving throw against the 
  spell’s eﬀ ects.
  • 
  1d2 Cambion Wings. Two wings can be 
  crafted into a cloak of the bat (DMG p. 
  159) (2000 gp, 60 days).
  C��
  • 
  1 Cat Hide. Eight hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1 Ration.
  C��� B���
  • 
  1d4 Cave Bear Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  1 Cave Bear Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  C������
  • 
  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).
  C������
  • 
  1d8 Chimera Claws. Can be sold for 3 
  gold pieces per claw.
  • 
  1 Chimera Fire Gland. When consumed, 
  the gland functions as a potion of 
  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.
  C���� G����
  • 
  1 Cloud Giant Heart. Can be crafted into 
  a potion of cloud giant strength (DMG p. 
  187) (10000 gp, 150 days)
  • 
  1 Cloud’s Core. Requires attunement by 
  a spellcaster. Can be used as an arcane 
  focus. You may cast each of the spells fog 
  cloud, misty step and gaseous form once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn.
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health 
  (DMG, p. 150), 30% chance that the 
  amulet is an amulet of proof against 
  detection and location (DMG, p. 150), 
  and a 60% chance that it is a non-
  magical tribal amulet.
  C�������
  • 
  1 Broken Club.
  
  21
  C�����
  • 
  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.
  C��� F������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Dagger.
  • 
  1 Symbol of the cultist’s order.
  C������
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Scimitar.
  • 
  1 Symbol of the Cultist’s Order.
  D���� D��
  • 
  1 Death Dog Hide. Two hides be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  2d6 Death Dog Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  1d6 Rations.
  D��� W���
  • 
  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.
  D�����������
  • 
  1 Doppelganger Skull. Requires 
  attunement. Once per day, you can use 
  this skull to read the thoughts of nearby 
  creatures. As an action, you can read 
  the surface thoughts of one creature 
  within 60 feet of you. The eﬀ ect can 
  penetrate barriers, but 3 feet of wood or 
  dirt, 2 feet of stone, 2 inches of metal, 
  or a thin sheet of lead blocks it. This 
  eﬀ ect lasts for ten minutes. While you 
  are reading a creature’s mind, you have 
  advantage on Wisdom (Insight) and 
  Charisma (Deception, Intimidation, and 
  Persuasion) checks against it.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  
  22
  D���� H����
  • 
  1 Draft Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  2d6 Rations.
  D��� E���� W������
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  2d6 Poisoned Crossbow Bolts. When 
  you hit a creature using this piece of 
  ammunition, the target must succeed on 
  a DC 13 Constitution saving throw or 
  be poisoned for one hour. If the saving 
  throw fails by 5 or more, the target is 
  also unconscious while poisoned in 
  this way. The target wakes up if it takes 
  damage or if another creature uses an 
  action to shake it awake.
  • 
  1 Vial of Basic Poison.
  D��� M���
  • 
  1 Broken Quarterstaﬀ .
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1 Spellbook. It has in it the following 
  spells: lightning bolt, greater invisibility, 
  mage armor, web
  • 
  1 Spell Scroll. There is a 80% chance 
  that the scroll is a spell scroll of summon 
  lesser demon and a 20% chance that it is 
  a spell scroll of summon greater demon.
  D����
  • 
  1d4 Day Rations.
  • 
  1 Druidic Focus.
  • 
  1 Quarterstaﬀ .
  • 
  1 Waterskin.
  D����
  • 
  1d4 Dryad Leaves. When consumed, you 
  regain 1d4 hit points.
  • 
  1 Dryad Heart. Can be used as an 
  additional material component when 
  casting spells that attempt to charm a 
  creature. When used in this way, the 
  targeted creature has disadvantage on 
  the saving throw against being charmed. 
  This component can only be used on 
  spells of 2nd level or lower.
  • 
  1 Ounce of Fey Dust. As an action, you 
  can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn.
  E���� E��������
  • 
  1d4+1 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidiﬁ es. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 
  1d6 bludgeoning damage, and the 
  weapon deals double damage to objects 
  and structures.
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  
  23
  E��
  • 
  1 Elk Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  2d6 Rations.
  E����
  • 
  1 Broken Battleaxe.
  • 
  1 Broken Morningstar.
  • 
  1 Ettin Heart. When consumed, 
  this functions as a potion of hill 
  giant strength.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  F��� E��������
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  F��� G����
  • 
  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.
  F����� S����
  • 
  1 Ration.
  F����� S����
  • 
  1 Broken Longsword.
  • 
  1 Ounce of Arcane Dust. Can be used as 
  an additional material component when 
  casting spells that deal damage. When 
  used in this way, you can choose to reroll 
  one of the rolled damage dice and must 
  keep the second result.
  F���� G����
  • 
  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.
  G�������
  • 
  1d2 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidiﬁ es. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 
  1d6 bludgeoning damage, and the 
  weapon deals double damage to objects 
  and structures.
  • 
  2d6 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  
  24
  G����
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days).
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 feet 
  of you. The creature must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  eﬀ ect on a success.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  G���� B���
  • 
  1 Boar Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  • 
  1d2 Boar Tusks. Can be crafted into a 
  shortsword (10 gp, 2 days).
  • 
  2d6 Rations.
  G���� E��
  • 
  1 Giant Elk 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.
  G���� O��
  • 
  1d8 Giant Owl Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  G���� R��
  • 
  1 Giant Rat Hide. Four hides can be 
  crafted into leather armor (10 gp, 2 days) 
  or studded leather armor (45 gp, 3 days).
  • 
  1d4 Rations.
  G���� S����
  • 
  1 Giant Shark Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Two sets of 
  armor can be crafted from this hide.
  • 
  1d10 Giant Shark Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  4d6 Rations.
  G���� S�����
  • 
  1 Giant Spider Hide. Can be crafted 
  into leather armor (50 gp, 2 days) 
  or studded leather armor (85 gp, 
  3 days). While wearing this armor, 
  you ignore movement restrictions 
  caused by webbing.
  • 
  2d6 Rations.
  G���� V������
  • 
  2d6 Giant Vulture Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  G��������
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  • 
  1 Broken Studded Leather Armor.
  
  25
  G���
  • 
  1 Goat Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  G����� 
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor (size Small).
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shield.
  • 
  1 Broken Shortbow.
  • 
  1d8 Goblin Teeth. Can be sold for 1 gold 
  piece per tooth.
  G����� B���
  • 
  1 Broken Chain Shirt (size Small).
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shield.
  • 
  1d8 Goblin Teeth. Can be sold for 1 gold 
  piece per tooth.
  • 
  1d2 Javelins.
  G������
  • 
  1d6 Griﬀ on Claws. Can be crafted into 
  a dagger (50 gp, 3 days). This weapon 
  deals an additional 1d4 damage 
  against beasts.
  • 
  1d10 Griﬀ on Feathers. Two feathers 
  can be used as ﬂ etching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers deal an additional 1d6 damage 
  on a hit if the target is a beast. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations
  G����
  • 
  1 Broken Chain Shirt.
  • 
  1 Broken Shield.
  • 
  1d4 Broken Spears.
  H���-O���
  • 
  1 Broken Battleaxe.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d2 Javelins.
  H����
  • 
  1 Broken Club.
  • 
  1d6 Rations.
  • 
  1 Set of Harpy Vocal Cords. Once per 
  day, you can blow into these vocal cords 
  as an action and sound out a magical 
  melody. Each creature within 150 feet 
  of you that can hear the melody must 
  succeed on a DC 11 Wisdom saving 
  throw or become charmed by you 
  until the melody ends. You can use a 
  bonus action on your subsequent turns 
  to continue blowing into the vocal 
  cords, but you cannot do so for longer 
  than one minute.
  H��� H����
  • 
  1 Hell Hound Fire Gland. When 
  consumed, the gland functions as a 
  potion of ﬁ re breathing.
  • 
  1 Hell Hound Hide. Can be crafted into 
  a resistant cloak (1000 gp, 30 days). 
  Requires attunement. When worn, you 
  have resistance to ﬁ re damage.
  • 
  2d4 Hell Hound Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 ﬁ re damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  
  26
  H����� H�����
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  H��� G����
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Hill Giant Heart. Can be crafted into 
  a potion of hill giant strength (DMG p. 
  187) (100 gp, 2 days)
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of proof 
  against detection and location (DMG, 
  p. 150) and a 90% chance that it is a 
  nonmagical tribal amulet.
  H���������
  • 
  1d4 Hippogriﬀ  Claws. Can be crafted 
  into a dagger (10 gp, 2 days).
  • 
  2d6 Hippogriﬀ  Feathers. Two feathers 
  can be used as ﬂ etching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 10 feet. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  H��������
  • 
  3d6 Arrows.
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shield.
  H�������� W������
  • 
  2d4 Javelins.
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1 Broken Shield.
  H����� S����
  • 
  1 Hunter Shark Hide. Can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d10 Hunter Shark Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 damage on a hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  • 
  2d6 Rations.
  I�� M�����
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  
  27
  I��
  • 
  1 Devil Eye. When consumed, you gain 
  darkvision out to a range of 60 feet for 
  one hour. Magical darkness does not 
  impede this darkvision.
  • 
  1d2 Imp Wings. Can be used as an 
  additional material component when 
  casting spells that turn something 
  invisible. When used in this way, the 
  duration of the invisibility increases 
  by one minute.
  • 
  1 Vial of Devil Blood. This functions as a 
  vial of acid. Can be used as an additional 
  material component when casting spells 
  that deal acid damage. When used in 
  this way, you deal an additional 1d6 acid 
  damage when you cast the spell.
  I�������� S������
  • 
  1d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  2d4 Vials of Air Essence. When 
  consumed, for one minute your jumping 
  and leaping distance is doubled and your 
  speed is increased by 10 feet.
  I��� G����
  • 
  1d8 Iron Golem Nuggets. When 
  consumed, you gain resistance to ﬁ re 
  damage for one hour.
  • 
  1 Iron Golem Blade. Can be crafted 
  into a longsword (15 gp, 2 days) or a 
  greatsword (50 gp, 3 days).
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  2d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  K����� W����
  • 
  1 Killer Whale 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.
  • 
  2d6 Killer Whale 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.
  K�����
  • 
  1 Broken Greatsword.
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Plate Armor.
  • 
  2d6 Crossbow Bolts.
  K�����
  • 
  1 Broken Dagger.
  • 
  1 Broken Sling.
  K�����
  • 
  1d6 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 Eyes. When consumed, you 
  gain trusight out to a range of 30 feet 
  for one hour.
  • 
  1d4 Kraken Fins. Can be crafted into 
  a cloak of the manta ray (DMG p. 159) 
  (200 gp, 14 days).
  • 
  1 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 
  
  28
  damage. In addition, you ignore diﬃ  cult 
  terrain, and magical eﬀ ects can’t reduce 
  your speed or cause you to be restrained. 
  Four sets of armor can be crafted 
  from this hide.
  • 
  1d3 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 23 Dexterity saving throw, 
  taking 4d10 lightning damage on a 
  failed save, or half as much damage on a 
  successful one.
  • 
  1d6 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.
  • 
  1d10 Kraken Tentacles. Can be crafted 
  into a maul (20 gp, 3 days). This 
  weapon deals double damage to objects 
  and structures.
  • 
  20d6 Rations.
  • 
  2d6 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.
  M���
  • 
  1 Arcane Focus.
  • 
  1 Broken Dagger.
  • 
  1 Book.
  • 
  1 Spellbook. It has in it the following 
  spells: cone of cold, greater invisibility, 
  misty step, suggestion.
  M���� M�����
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  M�����
  • 
  1 Vial of Fire Essence. This liquid glows 
  in the dark, shedding bright light in 
  a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  M��������
  • 
  1d4 Manticore Claws. Can be crafted 
  into a dagger (2 gp, 1 day).
  • 
  2d4 Manticore Tail Spikes. One spike 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these spikes 
  deal an additional 1d4 damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  2d6 Rations.
  M������
  • 
  1 Mastiﬀ  Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  M������
  • 
  1d4 Broken Spears.
  
  29
  M�����
  • 
  1 Broken Harpoon. This weapon, when 
  repaired, functions as a martial weapon 
  that deals 2d6 piercing damage on a hit. 
  The weapon has a throwing range of 
  20/60. If the target is a Large or smaller 
  creature, it must succeed on a Strength 
  contest against you or be pulled up to 20 
  feet toward you. It costs 40 gold pieces to 
  repair the weapon.
  • 
  1 Merrow Hide. Can be crafted into a set 
  of light armor (100 gp, 7 days). While 
  wearing this armor, your swimming 
  speed equals your movement speed.
  • 
  2d6 Rations.
  M���
  • 
  1 Mule Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  • 
  1d6 Rations.
  M���� L���
  • 
  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.
  N����
  • 
  1 Broken Breastplate.
  • 
  1 Broken Rapier.
  • 
  1d4 Random Gems (Value 10 GP).
  O������
  • 
  1d4 Rations.
  O���
  • 
  1 Broken Greatclub.
  • 
  1 Broken Hide Armor (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1d4 Javelins.
  O��
  • 
  1 Broken Chain Mail (size Large).
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Glaive. This weapon is magical.
  • 
  1d2 Oni Eyes. Can be crafted into a 
  potion of invisibility (DMG, p. 188) (2000 
  gp, 60 days).
  • 
  2d4 Oni Teeth. One tooth can be used as 
  the tip on an arrow or a crossbow bolt. 
  Ranged attacks that use ammunition 
  made from these teeth cast the spell 
  darkness on the area they hit. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  
  30
  O��
  • 
  1 Broken Greataxe.
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1d4 Javelins.
  O�� E�� �� G������
  • 
  1 Broken Ring Mail Armor 
  (size Medium).
  • 
  1 Broken Shield.
  • 
  1d6 Broken Spears.
  O�� W�� C����
  • 
  1 Broken Chain Mail Armor 
  (size Medium).
  • 
  1 Broken Greataxe.
  • 
  1d4 Broken Spears.
  O���
  • 
  1 Broken Greataxe.
  • 
  1 Broken Plate Armor.
  • 
  1d6 Javelins.
  O�����
  • 
  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.
  P������
  • 
  1 Piercer Hide. Four piercer hides can 
  be crafted into a pair of slippers of spider 
  climbing (DMG p. 200) (500 gp, 20 days).
  • 
  1d6 Rations.
  P�����
  • 
  1 Broken Mace.
  • 
  1 Broken Chain Shirt.
  • 
  1d4 Flasks of Holy Water.
  • 
  1 Holy Symbol. Matches the religious 
  beliefs of the priest.
  • 
  1 Potion of Healing.
  R��
  • 
  1 Ration.
  
  31
  R�������
  • 
  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.
  R����� H����
  • 
  2d6 Rations.
  • 
  1 Riding Horse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  R��
  • 
  10d6 Rations.
  • 
  3d8 Roc 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 20 feet. They 
  also deal an additional 1d6 damage if the 
  target is a giant. After the ammunition 
  has been ﬁ red, it loses these properties.
  • 
  1d4 Roc Talons. Can be crafted into 
  a shortsword (100 gp, 2 days). This 
  weapon deals an additional 1d6 damage 
  against giants.
  R����
  • 
  2d6 Rations.
  • 
  1 Roper Hide. Can be crafted into a 
  cloak or cape (75 gp, 6 days). When 
  worn, you have advantage on Dexterity 
  (Stealth) checks made to hide in rocky 
  terrain and you can attempt to blend in 
  with cave walls.
  • 
  1d10 Roper Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d4 piercing damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d6 Roper Tendrils. Can be crafted into a 
  whip (200 gp, 14 days). When attacking 
  with this weapon, you can try to grapple 
  a creature you’re ﬁ ghting. On a hit, you 
  can choose to forgo doing damage and 
  instead grapple the creature (escape 
  DC 15) if it is Medium or smaller. The 
  grappled creature can use its action on 
  its turn to attempt to free itself from the 
  grapple. Until this grapple ends, you can’t 
  use this weapon on another target.
  R�� �� S���������
  • 
  1 Carpet. Can be worn as a cloak. While 
  wearing this ragged fabric, you have 
  advantage on Charisma checks made to 
  pass oﬀ  as a member of the lower class.
  • 
  1d2 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  
  32
  R��� M������
  • 
  1d6 Rations.
  • 
  1 Rust Monster Hide. Can be crafted 
  into a shield (1000 gp, 30 days). Any 
  nonmagical weapon made of metal that 
  hits the shield corrodes. The weapon 
  takes a permanent and cumulative -1 
  penalty to damage rolls. If its penalty 
  drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal 
  that hits the shield is also destroyed. A 
  weapon hits the shield if the attack roll 
  against you was 1 or 2 lower than your 
  armor class.
  S���������
  • 
  1d4 Broken Spears.
  • 
  1 Salamander Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to ﬁ re damage.
  • 
  1d6 Vials of Fire Essence. This liquid 
  glows in the dark, shedding bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet if not covered. As an 
  action, the essence can be applied to 
  a weapon made of metal and imbue it 
  with magical ﬁ re. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 ﬁ re damage. The essence 
  then evaporates.
  S����
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  • 
  1 Ounce of Fey Dust. As an action, you 
  can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn.
  S����
  • 
  2d6 Arrows.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Longbow.
  • 
  1 Broken Shortsword.
  S����� D����
  • 
  1d4 Shadow Demon Claws. Can be 
  crafted into dagger (100 gp, 7 days). This 
  dagger deals an additional 1d4 psychic 
  damage on a hit.
  • 
  1d2 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour.
  S����� G�������
  • 
  1 Shield Guardian Plating. Can be 
  crafted into a set of plate armor (1500 
  gp, 5 days) or into a set of half-plate 
  armor (750 gp, 4 days).
  • 
  2d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  S����� D����� W�������
  • 
  1d2 Silver 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 Silver 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 Silver Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  
  33
  days). While wearing this armor, you 
  have resistance to cold damage.
  • 
  1d4 Silver 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 Silver 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.
  S�������
  • 
  2d6 Arrows.
  • 
  1 Broken Shortbow.
  • 
  1 Broken Shortsword.
  S���� M�����
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  S������
  • 
  1d2 Ounces of Phantom Dust. As an 
  action, you can blow this dust into the 
  face of a creature standing within 5 
  feet of you. The creature must succeed 
  on a DC 13 Wisdom saving throw or 
  be frightened of you for one minute 
  on a failed save. A frightened creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the eﬀ ect 
  on a success.
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour.
  S�����
  • 
  1 Ounce of Fey Dust. As an action, you 
  can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn.
  • 
  1 Sprite Heart. When consumed, you 
  magically know a creature’s emotional 
  state for one hour, provided that 
  you are touching the creature. If the 
  creature you are touching fails a DC 10 
  Charisma saving throw, you also know 
  the creature’s alignment. Celestials, 
  ﬁ ends, and undead automatically fail the 
  saving throw.
  S��
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Shortsword.
  • 
  2d6 Crossbow Bolts.
  • 
  1 Notebook. The contents are written 
  in code. You must succeed on a DC 14 
  Intelligence check to decipher it.
  S���� G����
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proﬁ cient in the Wisdom 
  (Perception) skill for one minute.
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 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.
  
  34
  S���� G����
  • 
  2d6 Chunks of Earth Essence. As an 
  action, this essence can be rubbed on 
  a weapon where it solidiﬁ es. For one 
  minute, the weapon is magical, attacks 
  with the weapon deal an additional 
  1d6 bludgeoning damage, and the 
  weapon deals double damage to objects 
  and structures.
  • 
  2d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d8 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or eﬀ ect that would alter your form 
  for one hour.
  S�������/I������
  • 
  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.
  S���� �� I������
  • 
  1d6 Rations.
  T���
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Leather Armor.
  • 
  1 Broken Mace.
  • 
  2d6 Crossbow Bolts.
  T�����
  • 
  1d4 Treant Bark Plates. Two plates can 
  be crafted into a set of plate armor (1500 
  gp, 5 days) or into a set of half-plate 
  armor (750 gp, 4 days).
  • 
  2d12 Treant Branches. Can be used as 
  an additional material component when 
  casting spells that deal ﬁ re damage. 
  When used in this way, you deal an 
  additional 1d6 ﬁ re damage when you 
  cast the spell.
  • 
  1d2 Treant Trunks. Can be crafted into a 
  maul (100 gp, 7 days) or into a greatclub 
  (90 gp, 7 days). This weapon deals 
  double damage to objects and structures.
  • 
  1d2 Vials of Treant Sap. When 
  consumed, this functions as a 
  potion of healing.
  T����� W������
  • 
  1 Broken Hide Armor.
  • 
  1d4 Broken Spears.
  T����
  • 
  3d6 Arrows.
  • 
  1 Broken Leather Armor (size Medium).
  • 
  1 Broken Morningstar.
  • 
  1 Broken Shortbow.
  
  35
  V������
  • 
  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.
  V������
  • 
  1 Broken Heavy Crossbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Shortsword.
  • 
  1 Broken Splint Armor.
  • 
  2d6 Crossbow Bolts.
  W�������
  • 
  2d6 Rations.
  • 
  1 Warhorse Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  W���� E��������
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result.
  • 
  1d4+1 Vials of Water Essence. When 
  consumed, the pure water cleanses the 
  body. If you are suﬀ ering from either 
  the blinded, deafened, paralyzed, or the 
  poisoned condition, you can choose one 
  of these conditions and end its eﬀ ects on 
  you. Alternatively, the essence can also 
  remove one disease that is aﬄ  icting you.
  W�������
  • 
  1 Broken Spear.
  • 
  1d4 Vials of Cursed Cruor. When 
  consumed, your speed is halved and 
  you have disadvantage on ability checks, 
  saving throws, and attacks based on 
  Strength or Dexterity for one hour.
  • 
  1d2 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes.
  W���� D����� W�������
  • 
  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 
  
  36
  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.
  W����
  • 
  3d6 Arrows.
  • 
  1 Broken Longbow.
  • 
  1 Broken Longsword.
  • 
  1 Broken Studded Leather Armor 
  (size Medium).
  • 
  1 Wight Heart. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 4d6 necrotic damage when 
  you cast the spell and you regain hit 
  points equal to the amount of necrotic 
  damage dealt.
  W����� W���
  • 
  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.
  W���
  • 
  1d6 Rations.
  • 
  1 Wolf Hide. Two hides can be crafted 
  into leather armor (10 gp, 2 days) or 
  studded leather armor (45 gp, 3 days).
  W���
  • 
  2d6 Rations.
  • 
  1 Worg Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days).
  W�����
  • 
  2d6 Rations.
  • 
  1 Wyvern Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days).
  • 
  1 Wyvern Stinger. Can be crafted into 
  a shortsword (200 gp, 14 days), or 
  a longsword (200 gp, 14 days). This 
  weapon deals an additional 1d6 poison 
  damage on a hit.
  • 
  1d12 Wyvern Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal an additional 1d4 damage. After 
  the ammunition has been ﬁ red, it loses 
  this property.
  
  37
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  • 
  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.
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  • 
  1d2 Brass 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 Brass Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 ﬁ re 
  damage with this weapon.
  • 
  1 Brass Dragon Hide. Can be crafted 
  into a set of light armor (2000 gp, 60 
  days).While wearing this armor, you have 
  resistance to ﬁ re damage.
  • 
  2d4 Brass Dragon Scales. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to ﬁ re damage.
  • 
  2d4 Brass Dragon Teeth. One tooth 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth deal 
  an additional 1d6 ﬁ re damage on a hit. 
  After the ammunition has been ﬁ red, it 
  loses this property.
  • 
  1d2 Young Brass Dragon Wings. One 
  wing can be crafted into a resistant cloak 
  (200 gp, 14 days). Requires attunement. 
  When worn, you can use your reaction to 
  give yourself resistance to ﬁ re damage.
  • 
  2d6 Rations.
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  • 
  1d2 Copper 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 Copper 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 Copper 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 Copper 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 Copper 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.
  • 
  2d6 Rations.
  • 
  1d2 Young Copper 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.
  
  38
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  • 
  1d2 Green Dragon Claws. Can be crafted 
  into a dagger (150 gp, 9 days). On a 
  hit, you deal an additional 1d6 poison 
  damage with this weapon.
  • 
  1d2 Green Dragon Fang. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 poison 
  damage with this weapon.
  • 
  1 Green Dragon 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 Green 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 poison damage.
  • 
  2d4 Green 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 poison damage on a 
  hit. After the ammunition has been ﬁ red, 
  it loses this property.
  • 
  1d2 Young Green 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 poison damage.
  • 
  2d6 Rations.
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  • 
  2d6 Rations.
  • 
  1d2 Remorhaz Fangs. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  this weapon deals an additional 3 (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.
  • 
  2d4 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.
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  • 
  1d2 Silver 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 Silver 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 Silver 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 Silver 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 Silver 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.
  • 
  2d6 Rations.
  • 
  1d2 Young Silver 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.
  
  39
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  • 
  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.
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  • 
  2d6 Arrows.
  • 
  1 Broken Scimitar.
  • 
  1 Broken Shortbow.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Storm Kings Thunder [Print Friendly].pdf