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Table Of Contents

Introduction

Monsters: A Monsters: N
Monsters: B Monsters: O
Monsters: C Monsters: P
Monsters: D Monsters: Q
Monsters: E Monsters: R
Monsters: F Monsters: S
Monsters: G Monsters: T
Monsters: H Monsters: U
Monsters: I Monsters: V
Monsters: J Monsters: W
Monsters: K Monsters: X
Monsters: L Monsters: Y
Monsters: M Monsters: Z
Appendix I: Beasts
Appendix II: NPCs
Appendix III: Crafting Index

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Medieval Melodies
Creature Loot
Whenever I get the chance to play D&D, I think a lot about how Ration Amounts
my character changes between sessions, and over the course of Size Days of Rations (1 person)
the campaign. This probably comes from my beginnings as a

story gamer - it was expected that you would have some sort of
Tiny 1
character development over the course of our 6-8 month Small 1d4
campaigns.

But there's more than just upda ing character traits. I like the
Medium 1d6
idea that the appearance of a character changes dras ically over Large 2d6
the course of their adventures. For magic users, it's fairly obvious.

Wizards get zanier, warlocks get corrupted, druids get more plant-
Huge 4d6
or animal-esque, and clerics become more eminently divine. But I Gargantuan 10d6
think mar ial characters should change as well, aside from just

get ing more scars and injuries.


Some items are not usable un il they have been cra ted into a
I love the idea of a character who picks the useful bits from the
usable form. The following terms are used throughout the list:
bodies of his fallen foes. Maybe they have a shield cra ted from a

Bulette shell and a sword that is an Ankheg leg a ter their fight Cra ted. A PC or NPC must spend a number of hours equal to the

with the Cult of Elemental Earth. Maybe a cleric gives up their creature's CR using the listed tools to create the new object. The

holy symbol when they get the chance to use angel feathers as cra ter must be proficient in the listed tools. NPCs may charge

their magic focus instead. gold for their services.

As for crea ing the items themselves, I have a few goals while

wri ing the items: Carefully Cra ted. A PC or NPC must spend a number of hours

equal to two imes the creature's CR using the listed tools to create

1. Number of items found on a creature should approximately


the new object. The cra ter must be proficient in the listed tools or

equal CR. 1d4 small items can count as a single items, and
be a wizard studying the listed school of magic. NPCs may charge

tattered equipment (see below) doesn't count.


gold for their services.

2. Make tool proficiencies more useful. Some items can't be used

un il they are cra ted into a workable item by someone trained Mastercra t. Must be created by a PC or NPC who has dedicated

with the proper equipment. themselves to the use of a par icular tool or school of magic. For

3. Make basic balance considera ions - lower CR creatures should Wizard PCs, this means at least level 11. This is unlikely to be a PC,

give items about equivalent to adventuring gear (PHB pg. 150), meaning they may have to carry the loot into a city to get it

while higher CR creatures can give items that are equivalent to cra ted. The cra ter must spend a number of hours equal to 6-10

or cra table into magic items. imes the creature's CR using the listed tools to create the new

object. NPCs may charge gold for their services.

Basic Rules

A CR 0 creature's cra ing can be completed in 1 minute, or


If a creature dies naturally or its body was found hours or days
mul iple minutes for careful/master cra ing. Another note about
a ter death, it is up to the DM what items remain. Some items
a specific cra ing style:
may have been already stolen, not remain on the creature a ter
Certain items require Alchemist's Supplies to cra t. If the item
death, or have rotted beyond use.
has a beneficial e fect OR if the item is from a plant creature, it
If the players were figh ing the creature and killed it in combat,
can also be cra ted with proficiency in a Herbalism Kit. If the item
they must make the appropriate check in order to claim the loot.
has a malignant e fect, it can also be cra ted with proficiency in a

Beast/Dragon/Monstrosity/Plant: Nature check Poisoner's Kit.

Giant/Humanoid: Survival check Some modifiers that will be applied to certain pieces of loot:

Celes ial/Fey/Fiend/Undead: Religion check

Tattered. This item has been damaged as a result of its owner’s


Aberra ion/Construct/Elemental/Ooze: Arcana check

death. You will need to spend gold to repair it, equal to half the

This represents the type of knowledge required to successfully cost of a brand-new version of the item. (e.g. a tattered shield

iden ify the valuable loot on the body. would cost 5GP to repair, since a new shield costs 10GP)

Loot Claim Check Vial. Any item described as a vial must be collected using a lask,

CR DC (all items) DC (half items) vial, bottle, waterskin, or other liquid container. If a container is

<5 10 5 used to collect mul iple di ferent types of liquids, refer to the

"Mixing Po ions" table (DMG pg. 140)

6-10 15 10
Treasure Hoard. roll on the listed Treasure Hoard table (DMG pg.
11-15 20 15 137-139)

>16 25 20
In Lair. These items only appear if the creature is in its lair when

it is fought, and the PCs have the ime to search the lair a ter the
This represents the PCs ability to gather the items without
fight. Depending on the type of lair, the DM may call for
harming them or hur ing themselves. It might be di ficult to
addi ional checks to find this treasure.
harvest a demon heart when their blood is like acid and you just

stabbed the fell beast a dozen imes.

Beasts, Dragons, and Plants also provide a certain amount of

ra ions:

Creature Loot | Introduction 1


6 Holy Feathers. Each acts as a Holy Symbol. When touched,

Aarakocra (1/4) they char the skin of any creature with an alignment di ferent

than the angel’s creator. Each can replace 500 GP of Diamonds


humanoid (survival)
for the material component of a Resurrec ion Spell.

1d4 Tattered Javelins 2 Blessed Gauntlets. Requires attunement. When worn together,

1 Tattered Leather Armor the wielder gains a +1 bonus to AC, and they may cast Spare the

1d10 Aarakocra Feathers. No immediate use. Can be cra ted Dying three imes per day.

(alchemist’s supplies) into incense to burn in a Censer of 1 Sacred Robe. Acts as padded armor. If the wearer worships a

Controlling Air Elementals, allowing one addi ional use of the god of the same alignment as the angel's creator, then the

item per day. Consumed upon use. wearer does not need food, drink or sleep while wearing the

armor. In addi ion, they gain the benefits of a short rest a ter 30

Aboleth (10) minutes of prayer, and the benefits of a long rest a ter 4 hours

aberra ion (arcana) of prayer.

Planetar (16)
3 Aboleth Tentacles. Each acts as a whip. 3 Tentacles can be

Mastercra ted (Smith’s Tools) by a Drow into a Tentacle Rod. celes ial (religion)

1 Vial of Aboleth Mucous. Acts as basic poison (PHB pg 153). Can

be carefully cra ted (alchemist’s supplies) into a poison called 1 Holy Greatsword. Acts as a magical greatsword that deals an

Aboleth’s Bane. When ingested, a creature must succeed on a addi ional 22 (5d8) radiant damage upon a hit. If wielded by a

DC 14 Cons itu ion saving throw or become diseased. The creature with a di ferent alignment than the angel's creator, on

disease has no e fect for 1 minute and can be removed by any a cri ical failure the weapon fuses to their body, triggering a

magic that cures disease. A ter 1 minute, the diseased creature's horrific transforma ion that cannot be stopped except by a

skin becomes translucent and slimy, the creature can't regain Wish spell. The creature transforms into the original angel,

hit points unless it is underwater, and the disease can be who gains all its stats and abili ies and has full hit points. The

removed only by Heal or another disease-curing spell of 6th transforma ion takes 1d10 minutes, and kills the original

level or higher. While in this stage of the disease, the creature creature.

takes 6 (1d12) acid damage every 10 minutes unless it is 1 Consecra ing Sash. Requires attunement. While attuned, the

submerged in water or has at least two gallons of water poured wearer can cast Death Ward on themselves once per day. If the

on its skin. sash is wrapped around a corpse or other remains, it has the

1 Aboleth Tail. No immediate use. Can be carefully cra ted e fect of a Gentle Repose spell as long as it remains around the

(leatherworker's tools) into a magical Whip +2. body.

3d10 Aboleth Teeth. 20 teeth act as a bag of caltrops. Can be 1 Divine Tongue. Can be burned in e figy to cast Zone of Truth.

carefully cra ted (jeweler’s tools) into a set of dice that are 1 Vial of Angelic Blood. When ingested, heals 30 (6d8+3) hit

sensi ive to psychic energy. points and cures any disease, poison, blindness, or deafness

1 Aboleth hide. Acts as a blanket. Can be mastercra ted a lic ing the consumer.

(leatherworker’s tools) into a Cloak of the Manta Ray. 8 holy feathers. Each acts as a Holy Symbol. When touched, they

1 Aboleth’s bladder. Acts as a waterskin. Can be mastercra ted char the skin of any creature with an alignment di ferent than

(leatherworker’s tools) into a Decanter of Endless Water, with the angel’s creator. Each can replace 500 GP of Diamonds for

the addi ional choice of delivering toxic water on “Stream”. The the material component of a Resurrec ion Spell.

Toxic Water acts as basic poison if ingested. 2 Blessed Gauntlets. Requires attunement. When worn together,

the wielder gains a +1 bonus to AC, and they may cast Spare the

Dying three imes per day.


Angels
1 Sacred Robe. Acts as padded armor. If the wearer worships a

Not that they deserve to die... but they do have stats...


god of the same alignment as the angel's creator, then the

wearer does not need food, drink or sleep while wearing the

Deva (10) armor. In addi ion, they gain the benefits of a short rest a ter 30

minutes of prayer, and the benefits of a long rest a ter 4 hours


celes ial (religion)

of prayer.

1 Holy Mace. Acts as a magical mace that deals an addi ional 18

(4d8) radiant damage upon a hit. If wielded by a creature with a

di ferent alignment than the angel's creator, on a cri ical

failure the weapon fuses to their body, triggering a horrific

transforma ion that cannot be stopped except by a Wish spell.

The creature transforms into the original angel, who gains all

its stats and abili ies and has full hit points. The transforma ion

takes 1d10 minutes, and kills the original creature.

2 A | Aarakocra - Angel
1 Sacred Robe. Acts as padded armor. If the wearer worships a
Solar (21)
god of the same alignment as the angel's creator, then the

celes ial (religion)


wearer does not need food, drink or sleep while wearing the

armor. In addi ion, they gain the benefits of a short rest a ter 30
1 Holy Greatsword. Acts as a magical greatsword that deals an
minutes of prayer, and the benefits of a long rest a ter 4 hours
addi ional 27 (6d8) radiant damage upon a hit. If wielded by a
of prayer.
creature with a di ferent alignment than the angel's creator, on

a cri ical failure the weapon fuses to their body, triggering a

horrific transforma ion that cannot be stopped except by a


Animated Objects
Wish spell. The creature transforms into the original angel, Eternal guardians and it won't cost you an arm and a leg!

who gains all its stats and abili ies and has full hit points. The

transforma ion takes 1d10 minutes, and kills the original


Animated Armor (1)
creature.
construct (arcana)
1 Holy Longbow. Acts as a magical longbow that deals an

addi ional 27 (6d8) radiant damage upon a hit. If wielded by a


1 Tattered Set of Plate Armor

creature with a di ferent alignment than the angel's creator, on


1 Anima ing Sigil. Can be used as a material component in an
a cri ical failure the weapon fuses to their body, triggering a
Animate Objects spell. If used this way, the spell can only
horrific transforma ion that cannot be stopped except by a
animate 1 nonmagical object of medium or smaller size,
Wish spell. The creature transforms into the original angel,
however, it remains animated as long as the sigil remains intact
who gains all its stats and abili ies and has full hit points. The
on the object (no concentra ion required). The sigil is consumed
transforma ion takes 1d10 minutes, and kills the original
upon use.
creature.

1 Consecra ing Sash. Requires attunement. While attuned, the Flying Sword (1/4)

wearer can cast Death Ward on themselves once per day. If the
construct (arcana)

sash is wrapped around a corpse or other remains, it has the

e fect of a Gentle Repose spell as long as it remains around the 1 Tattered Longsword

body. 1 Anima ing Sigil. Can be used as a material component in an

1 Divine Tongue. Can be burned in e figy to cast Zone of Truth. Animate Objects spell. If used this way, the spell can only

1 Vial of Angelic Blood. When ingested, heals 30 (6d8+3) hit animate 1 nonmagical object of medium or smaller size,

points and cures any disease, poison, blindness, or deafness however, it remains animated as long as the sigil remains intact

a lic ing the consumer. on the object (no concentra ion required). The sigil is consumed

1 God’s Pendant. Requires attunement. While attuned, the upon use.

wearer may cast Commune once per day. If the spell is used to
Rug of Smothering (2)
contact any extraplanar being other than the Solar's creator or

patron God, the wearer must make a DC 20 Wisdom check. On construct (arcana)

a failure, the spell contacts the Solar's creator or patron God.


1 Tattered Carpet
1 Head of a Solar. The head con inually whispers prayers of
1 Anima ing Sigil. Can be used as a material component in an
blood and vengeance. The creature who killed the solar can
Animate Objects spell. If used this way, the spell can only
always hear these prayers, no matter what distance they are
animate 1 nonmagical object of medium or smaller size,
from the head or what measures are taken to stop the sound.
however, it remains animated as long as the sigil remains intact
A ter 1d6 days, a Planetar arrives at the killer's loca ion to
on the object (no concentra ion required). The sigil is consumed
collect the head. If they do not have the head, the Planetar will
upon use. 1 Animate Carpet Patch: no immediate use, can be
become hos ile. If killed, another will come in 1d6 days. If the
mastercra ted (transmuta ion) by a spellcaster into a Carpet of
killer has the head and gives it to the Planetar, the Planetar eats
Flying (maximum dimensions 4 x 6 feet).
the head and gives up its body to resurrect the Solar. The Solar

returns with full hit points and all its weapons and abili ies.
Ankheg (2)
The Solar will then attempt to kill the creature who killed it.
monstrosity (nature)
Looking into the eyes of the head causes an epilep ic fit of faith

in any creature who does not share the alignment of the Solar's
1 Ankheg Claw. Acts as a shovel. Can be carefully cra ted (smith’s
creator. The fit lasts 1d4 hours and cannot be stopped except by
tools) into a Greatsword that deals an addi ional 1d6 acid
a Wish spell or divine interven ion. A creature may make a DC
damage on a hit.
25 Wisdom saving throw to avert its gaze before looking
1 Vial of Ankheg acid. Acts as a vial of acid (PHB pg. 148). Can be
directly into the eyes. The head can be traded for a major boon
cra ted (alchemist’s supplies) into a Vial of Potent Acid (as a
from a Lord of the Nine Hells. It can be used as a Holy Symbol
normal vial, but deals 3d6 acid damage on a hit).
and will double the e fect of any hit points healed or damage

dealt by a cleric spell cast by a cleric that shares an alignment Azer (2)

with the Solar's creator. If the head is buried under a castle, the
elemental (arcana)
walls of that castle gain immunity to any damage dealt by any

creature with a di ferent alignment than the Solar's creator or 1 Tattered Warhammer

patron God. 1d6 25 gp gems

11 holy feathers. Each acts as a Holy Symbol. When touched, 1 Azer Heart. If touched or held, deals 5 fire damage per round to

they char the skin of any creature with an alignment di ferent the holder. If placed in a fire, it returns to the Elemental Plane

than the angel’s creator. Each can replace 500 GP of Diamonds of Fire. The heart burns out in 1d4 hours. While burning, can be

for the material component of a Resurrec ion Spell. carefully cra ted (conjura ion) by a spellcaster into an

2 Blessed Gauntlets. Requires attunement. When worn together, Elemental Gem (Red Corundum).

the wielder gains a +1 bonus to AC, and they may cast Spare the

Dying three imes per day.

A | Angel - Azer 3
Banshee (4) Beholders
undead (religion)
I found a big pokey s ick and it's going in your eye, buddy

2d6 50GP art objects


Beholder (13)
1 Vial of Ectoplasm. No immediate use. Can be cra ted

(alchemist’s supplies) into a Po ion of Invisibility or an Oil of aberra ion (arcana)

Etherealness.
1 Large Beholder Eye. Requires attunement. While attuned, the
1 Pinch of Spirit Dust. Acts as Dust of Disappearance.
holder can cast An imagic Field once per day. The holder

Basilisk (3) cannot be surprised while attuned to the eye. Because of the

feeling of being watched, everyone within 30 feet of the eye


monstrosity (nature)
takes an extra hour to gain a long rest. Can be mastercra ted

1 Basilisk Eye. When held, a creature can use the eye to cast (smith’s tools) into a grotesque Sen inel Shield. The holder of

Stone to Flesh (save DC 12). This consumes the eye. the shield cannot be surprised while attuned to it. Because of

1 Basilisk fang. Acts as a dagger. Can be cra ted (smith’s tools) the feeling of being watched, everyone within 30 t. of the

into a dagger that deals an addi ional 3 (1d6) poison damage on shield takes an extra hour to gain a long rest.

a hit. 4 Small Beholder Eyes. Acts as an arcane focus. An eye can cast

1 Basilisk Stomach. No immediate use. Can be mastercra ted a par icular beholder ray once per day. The ray is chosen

(alchemist’s supplies) into a salve that ends the petrified randomly by the DM upon receiving the eye.

condi ion on a creature it is applied to. 1 Vial of Beholder Slime. Acts as Oil of Slipperiness.

4 Beholder Eyestalks. Acts as a club. 4 of them may be


Behir (11)
mastercra ted (conjura ion) by a spellcaster to summon a

monstrosity (nature) Spectator to guard a loca ion for 101 years.

3 Sets of Armor. The DM selects 3 sets of armor le t from a

4d4 Behir Claws. Act as daggers that can cut through dragon
Beholder’s vic ims.

scales, dealing an addi ional 3 (1d6) piercing damage when it


In Lair: Treasure Hoard (11-16)

hits a Dragon. 20 claws can be mastercra ted (smith’s tools) into

a Dragon Slayer. Death Tyrant (14)

2 Behir Fangs. Act as daggers. Can be cra ted (smith’s tools) into undead (religion)

a dagger that deals an addi ional 5 (1d10) lightning damage on a

hit. 1 Large Death Tyrant Eye. Requires attunement. While attuned,

1 Behir Hide. Acts as a tent. Can be mastercra ted the holder can cast Circle of Death once per day. Any creature

(leatherworker’s tools) into 2 sets of studded leather armor that killed this way becomes a zombie, which obeys the holder of

grant resistance to lightning damage. the eye as long as they are attuned to it. The holder cannot be

1 Behir Tail. Acts as a whip. Can be carefully cra ted surprised while attuned to the eye. Because of the feeling of

(leatherworker’s tools) into a whip that deals an addi ional 5 being watched, everyone within 30 t. of the eye takes an extra

(1d10) lightning damage on a hit. hour to gain a long rest.

3 Half-digested Corpses. The DM selects one humanoid, one 6 Small Death Tyrant Eyes. Acts as an arcane focus or holy

beast, and one dragon. One item from each can be salvaged symbol. An eye can cast a par icular death tyrant ray once per

from the Behir’s guts. This could be adventuring gear, weapons, day. The ray is chosen randomly by the DM upon receiving the

or loot that would have been otherwise salvageable from the eye.

creatures. 2 Vials of Ectoplasm. No immediate use. Can be cra ted

(alchemist’s supplies) into a po ion of Invisibility or an Oil of

Etherealness.

4 Sets of Armor. The DM selects 4 sets of armor le t from a Death

Tyrant's vic ims.

1 Death Tyrant Skull. No immediate use. Can be carefully

cra ted (alchemist’s tools) into a Po ion that acts as a Raise Dead

spell, except that the target must currently be undead for the

spell to take e fect. This po ion returns the creature to life as

per the spell, despite the fact that the creature is undead.

In Lair: Treasure Hoard (11-16)

4 B | Banshee - Beholder
Spectator (3) Bugbear (1)

aberra ion (arcana) humanoid (survival)

1 Large Spectator Eye. Acts as an arcane focus. The eye can cast 1 Tattered Morningstar

a par icular spectator ray once per day. The ray is chosen 1 Tattered Hide Armor

randomly by the DM upon receiving the eye. 1d2 Bugbear Ears. Acts as a trophy among hunters and

1 Spectator Hide. No immediate use. Can be mastercra ted adventurers.

(leatherworker’s tools) into a shield of spell re lec ion. The 1d2 Bugbear Tusk. When held, grants advantage on Charisma

shield requires attunement. If the bearer of the shield, while (In imida ion) checks made against goblinoids.

attuned, makes a successful saving throw against a spell, or a


Bugbear Chief (3)
spell attack misses it, the bearer can choose another creature

(including the spellcaster) it can see within 30 feet of it. The humanoid (survival)

spell targets the chosen creature instead of the bearer of the


1 Tattered Chain Shirt
shield. If the spell forced a saving throw, the chosen creature
1 Strong Bugbear Heart. No immediate use. Can be cra ted
makes its own save. If the spell was an attack, the attack roll is
(alchemist’s supplies) into a po ion of Hrugguk. Grants the user
rerolled against the chosen creature.
advantage on saving throws against being charmed, frightened,
1 Spectator Tongue. Acts as a whip that deals necro ic damage
paralyzed, poisoned, stunned, or put to sleep for 1d4 hours.
instead of slashing damage on a hit.
1d2 Bugbear Ears. Acts as a trophy among hunters and

adventurers. When held, grants advantage on Charisma


Blights
(In imida ion) checks made against goblinoids.

'Bout to drop the hottest rap album in the Haunted Forest 1d2 Bugbear Tusk. When held, grants advantage on Charisma

(In imida ion) checks made against goblinoids.

Needle Blight (1/4) 1 Bugbear Chief 's Morningstar. Acts as a Morningstar that can

cast Augury once per day.


plant (nature)

Bulette (5)
1 Gulthias lower. Gives a smell that attracts Needle Blights. If it

monstrosity (nature)
is planted, by next nightfall it will grow into a needle blight. If it

is not taken from the body of the Needle Blight, it will plant
1d6 Common Items. Adventuring gear or Trade Goods once
itself a ter 1d4 hours.
owned by a Hal ling

Twig Blight (1/8) 1 Bulette Head Plate. Acts as a shield. Can be carefully cra ted

(smith’s tools) into a shield +1 that grants its wielder


plant (nature)
tremorsense out to 10 feet while holding it.

1 Gulthias twig. Curls unnaturally. If it is planted, by next 2 Bulette Claws. Act as daggers. Can be cra ted (smith’s tools)

nightfall it will grow into a twig blight. If it is not taken from into daggers +1 that require attunement, and can cast Jump

the body of the twig blight, it will plant itself a ter 1d4 hours. once per day on a creature they are attuned to.

1 Bulette Tendon. No immediate use. Can be carefully cra ted

Vine Blight (1/2) (weaver's tools) into a shortbow +1. On a hit, the target must

plant (nature) make a DC 16 Strength or Dexterity saving throw (target's

choice) or be knocked prone.

1 Gulthias seed. Can be heard murmuring very so tly. If it is

planted, by next nightfall it will grow into a vine blight. If it is


Bullywug (1/4)

not taken from the body of the vine blight, it will plant itself humanoid (survival)

a ter 1d4 hours.

1 Bullywug Bladder. Acts as a balloon. Can be cra ted

(leatherworker’s tools) into a waterskin.

B | Beholder - Bullywug 5
Chuul (4)
Cambion (5)
aberra ion (arcana)
fiend (religion)

1 Chuul Carapace. Acts as a shield. Can be carefully cra ted


1 Tattered Spear
(Smith's tools) into Scale Mail that glows with dim light when
1 Tattered Scale Mail
within 60 feet of a magic item.
2 Cambion Horns. No immediate use. Can be cra ted
1 Chuul Tentacle. Acts as a whip. On a hit, the target must
(alchemist’s supplies) into a Po ion of Fire Resistance.
succeed on a DC 13 Cons itu ion saving throw or be poisoned
1d2 Cambion Wing. No immediate use. 4 wings can be
for one minute. Un il this condi ion ends, the target is
mastercra ted (leatherworker’s tools) into a Cape of the
paralyzed. The target can repeat the saving throw at the end of
Mountbank.
each of their turns to end the e fect. On a success, the target is
1 Demon Heart. While holding the heart, it can be used to cast
immune to the poison for 1 hour.
Plane Shi t as a ritual. Only the creature holding the heart may
2 Chuul Pincers. Act as shortswords. 2 pincers can be
shi t. This consumes the heart. When the spell is cast, roll 1d20.
mastercra ted (smith’s tools) into a greatsword that glows when
On a 1, the bearer is shi ted to Graz'zt's layer of the Abyss
within 60 feet of a magic item.
instead of the intended des ina ion.

1 Cambion Tongue. Requires attunement. While attuned, the Cloaker (8)

wielder can cast Charm Person (save DC 14) once per day.
aberra ion (arcana)

Carrion Crawler (2)


2 Cloaker Wings. Act as blankets. 4 wings can be mastercra ted

monstrosity (nature) (Illusion) by a spellcaster into a Cloak of Displacement.

1 Cloaker Tail. Acts as a lail. Withers away when exposed to


1 Crawler Tentacle. Acts as a whip. On a hit, target must succeed
sunlight.
on a DC 13 Cons itu ion saving throw or be poisoned for one
1 Cloaker Head. No immediate use. Can be carefully cra ted
minute. Un il this condi ion ends, the target is paralyzed. The
(leatherworker’s tools) into a horn that can be blow to cast Fear
target can repeat the saving throw at the end of each of their
(save DC 13) once per day.
turns to end the e fect. On a success, the target is immune to
1 Cloaker Claw. Acts as a cloak clasp. Can be attuned to, and an
this e fect for 1 hour.
attuned creature can cast Minor Illusion once per day
1 Digested Corpse. The DM selects 1 humanoid. 1 item from that
(Intelligence check 13 to detect).
humanoid can be salvaged from the Carrion Crawler’s guts.
1 Vial of Cloaker Blood. No immediate use. Can be cra ted
This could be adventuring gear, a weapon, or loot that would
(alchemist’s supplies) into a Po ion of Stealth, which grants
have been otherwise salvageable from the creature.
advantage on Dexterity (Stealth) checks for 1 hour.

2 Cloaker Eyes. no immediate use. Can be cra ted (alchemist’s


Centaur (2)
supplies) into a Po ion of Darkvision (Darkvision to 60 t. for 1
monstrosity (nature)
hour)

1 Tattered Pike
Cockatrice (1/2)
4d4 Arrows
monstrosity (nature)
2 Centaur Hooves. No immediate use. Can be cra ted

(alchemist’s supplies) into a Po ion of Healing.


1 Vial of Cockatrice Venom. Acts as basic poison (PHB pg. 153).

Can be carefully cra ted (alchemist’s supplies) into a Poison of


Chimera (6)
Petrifica ion. If ingested, a creature must succeed on a DC 11
monstrosity (nature)
Cons itu ion saving throw against being magically petrified. On

a failed save, the creature begins to turn to stone and is


1 Dragon Head. Requires attunement. While attuned, a creature
restrained. It must repeat the saving throw at the end of its next
can cast Fireball (save DC 15)once per day from the head.
turn. On a success, the e fect ends. On a failure, the creature is
1 lion head. Requires attunement. While attuned, a creature can
petrified for 24 hours.
cast Fear (save DC 15) once per day from the head.

1 goat head. Requires attunement. While attuned, a creature can

cast Dispel Magic (at 3rd level) once per day from the head.

1 Demon Heart. While holding the heart, it can be used to cast

Plane Shi t as a ritual. Only the creature holding the heart may

shi t. This consumes the heart. When the spell is cast, roll 1d20.

On a 1, the bearer is shi ted to a random loca ion in the Abyss

instead of the intended des ina ion.

1d8 Chimera Claws. No immediate use. Can be cra ted

(alchemist’s supplies) into a Po ion of Fire Breath.

In lair: 1 Treasure Hoard (challenge 5-10)

6 C | Cambion - Cockatrice
Couatl (4) Crawling Claw (0)

celes ial (religion) undead (religion)

1 Couatl Hide. No immediate use. Can be carefully cra ted 1 Desecrated Hand. Acts as an arcane focus for cas ing

(leatherworker’s tools) into hide armor that grants resistance necromancy spells.

from radiant damage.


Cyclops (6)
1 Vial of Couatl Venom. If ingested, a creature must succeed on

a DC 13 Cons itu ion saving throw or be poisoned for 24 hours. giant (survival)

Un il this condi ion ends, the target is unconscious. Another


1 Tattered Greatclub
creature can use an ac ion to shake the target awake.- 1 Couatl

2d4 Items in a Giant's Bag


Heart. While holding the heart, it can be used to cast Scrying
1 Cyclops Eye. No immediate use. Can be carefully cra ted
as a ritual. This consumes the heart.
(abjura ion) by a spellcaster into an amulet that requires
1d4 Holy Feathers. Each acts as a Holy Symbol. When touched,
attunement. While attuned to the amulet, a creature can cast
they char the skin of any creature with an alignment di ferent
Protec ion from Evil and Good once per day.
than the Couatl. Each can replace 500 GP of Diamonds for the
2d4 Giant’s Toes. No immediate use. Sought as trophies by
material component of a Resurrec ion Spell.
hunters and heroes, and can be sold for a good price to

collectors or admirers.

1 Cyclops Heart. No immediate use. Can be carefully cra ted

(alchemist’s supplies) into a Po ion of Hill Giant Strength.

C | Couatl - Cyclops 7
1 Plumed Death Knight Helm. Requires attunement. Allows the

Darkmantle (1/2) wearer to cast Compelled Duel and Hold Person once per day

each. Curse: Whoever wears the helmet is compelled to not


monstrosity (nature)
remove it, and a ter 4d4 hours the skin and muscle on their

1 Darkmantle Tentacle. Acts as a whip. If used to attack a ceiling head has completely melted away. Their skull is all that

or wall, it s icks to the wall for 1d4 rounds. During this ime, the remains, s ill filled with organs but glistening white. Can be

wielder of the Tentacle cannot be moved further than 10 feet cured with a Remove Curse spell.

from the point where the tentacle is attached. 2d8 Death Knight Bones. No immediate use. Can be cra ted

(jeweler's tools) into cubic dice that always come up 6’s.

Death Knight (17) 1 Midnight Cloak. Requires attunement. While attuned, the

undead (religion) wearer is immune to exhaus ion. Curse: If attuned to for more

than an hour, the wearer’s body begins to become thin, and

Note: Unless the Death Knight has been redeemed, a ter 2d8 days, medical examina ion shows their heart has stopped bea ing.

the Unfulfilled Heart will regrow into the Death Knight. This A ter 1 day, the wearer no longer needs food, drink, or sleep. If

transforma ion takes 1d10 rounds, begins at the last strike of the attunement is ended a ter the cloak is worn for 1 hour or

midnight, and cannot be stopped except with a Wish spell. If the longer, the wearer will go into shock for 1d4 hours as their body

heart is destroyed, the Death Knight will regrow from another restarts.

item looted from it. Loot cra ted into another item is exempt. Loot 1 Set of Black Plate armor. Requires attunement. If a creature

worn by a character will regrow without harming the character. attuned to the armor would drop to 0 HP, they instead drop to 1

At the ime of transforma ion, any non-cursed loot loses all HP and take 1 death saving throw failure. Once they reach 3

magical proper ies. If all items are destroyed, the Death Knight death saving throw failures, they die. If a creature dies while

will be reborn at the site of its original death. wearing the armor, they are immediately resurrected as a

Revenant, who con inues to wear the armor and is hos ile to the
1 Tattered Shield
living. Saving throw failures caused by the armor can only be
1 Death Knight Longsword. Acts as a magical longsword that
removed by a long rest while not attuned to the armor.
deals an addi ional 18 (4d8) necro ic damage on a hit. If wielded
2 Unholy Symbols. Acts as a holy symbol for Death domain
by a creature with a di ferent alignment than the Death Knight,
clerics. Chars the skin of any creature that is not of an evil
on a cri ical failure the weapon fuses to their body, triggering a
alignment. Can act as 150GP worth of Black Onyx stone for the
horrific transforma ion that cannot be stopped except with a
material components of a Create Undead spell.
Wish spell. The creature sheds their mortality and becomes a
1 Undead Mount. The DM chooses either a Warhorse Skeleton or
Revenant, who gains all its stats and abili ies and has full hit
Nightmare. All loot from that creature can also be discovered
points. The revenant seeks to destroy all those who lead to the
with the Death Knight.
fall of the Death Knight. The transforma ion takes 1d10
1 Death Knight Skull. Reqires attunement. An attuned creature
minutes, and kills the original creature.
can cast a Hellfire Orb once per day. Hurl a magical ball of fire
1 Unfulfilled Heart. Requires attunement. Grants advantage on
that explodes at a visible point within 120 feet. Each creature in
saving throws against spells and other magical e fects.
a 20 t. radius sphere centered on that point must make a DC 18
1d6 Charmed Ribs. No immediate use. If buried in non-hallowed
Dexterity saving throw. The sphere spreads around corners. A
ground, a Skeleton will unearth itself in 1d4 days. The Skeleton
creature takes 35 (10d6) fire damage and 35 (10d6) necro ic
is lawful evil and will not betray its alignment, but it will
damage on a failed save, or half as much damage on a
attempt to follow the orders of whoever is carrying the Undead
successful one.
Banner.

2 Death Knight Eyes. Can be crushed as a bonus ac ion to cast

Searing Smite. Can be cra ted (alchemist’s tools) into a Po ion of

Necro ic Resistance or Po ion of Poison Resistance.

1 Death Knight Hand. The holder of the hand can cast

Banishment once per day. At the next sunset, the hand turns

into a Crawling Claw and can no longer cast Banishment.

1 Undead Banner. Requires attunement. A creature attuned to

the banner can control undead within 60 feet as if they had

been summoned by an Animate Dead spell. Undead within 60

feet of the banner have advantage on saving throws against

features that turn undead.

1 Belt of Undying. Requires attunement. While attuned, the

wearer can cast Death Ward on themselves once per day. If the

belt is wrapped around a corpse or other remains, the sash acts

as the spell Animate Dead, turning the body into a zombie or

skeleton (at the DM's discre ion) which obeys the commands of

whoever is carrying the Undead Banner. If the belt is removed,

the body returns to being an inert corpse.

8 D | Darkmantle - Death Knight


Demilich (18)
Demons
undead (religion)

Unless the demon is killed in the Abyss, only the Foul Ichor and

1 Demilich Skull. Requires attunement. Can be used as an Cul ist's Sigils are able to be harvested.

arcane focus and grants immunity to necro ic, poison, and

psychic damage. A ter 1d10 days, the skull reforms into the
Balor (19)
Demilich with full HP and abili ies. If the Phylactery is
fiend (religion)
destroyed, this item crumbles into useless dust.

4d4 Demilich Teeth. No immediate use. Can be carefully cra ted


Note: The Balor’s Death Throes feature destroys most of the loot it
(alchemist’s supplies) in one of the following po ions: Po ion of
would carry. The Balor destroys its weapons when it dies, even if
Necro ic Resistance, Po ion of Poison Resistance, Po ion of
they are not nearby.
Psychic Resistance, Po ion of Magic Resistance, Po ion of

Evasion (for 1 hour, if subjected to a Dexterity saving throw to 1 Demonic Amulet. This item cannot be looted normally. The

take half damage, take half damage on a failed save and no amulet disappears when the demon dies, unless

damage on a success), or Po ion of Truesight (grants truesight stolen/removed beforehand. Retrieving it requires a DC 25

out to 120 feet for 1 hour). When the Demilich reforms, all un- Dexterity (Sleight of Hand) check, with advantage if the demon

cra ted teeth return to the Demilich. If the Phylactery is is incapacitated. Holding the amulet grants one favor from the

destroyed, these items crumble into useless dust. demon, in exchange for the return of the amulet. The Demon

2 Vials of Ectoplasm. No immediate use. Can be cra ted may not honor the favor if the amulet is given before the favor

(alchemist’s supplies) into a Po ion of Invisibility or an Oil of is complete.

Etherealness. 3 Vials of Foul Ichor. No immediate use. Can be mastercra ted

4 Pinches of Spirit Dust. Acts as Dust of Disappearance. (alchemist’s supplies) into a po ion of poison immunity. When

2 Demilich Eyes. Requires attunement. A creature attuned to the consumed, grants immunity to poison damage and the

Eye can can, once per day, drain the life from a creature. The poisoned condi ion for 1 hour, and heals any poisons currently

target must succeed on a DC 19 Cons itu ion saving throw or a fec ing the creature.

take 21 (6d6) necro ic damage, and the attuned creature regains 2 Cul ists’ Sigils. The signature sigil of a demonic cult. By using

hit points equal to the damage dealt. When the Demilich the sigil to cast a ritual spell over the course of a number of

reforms, this item forcibly ends its attunement and returns to hours equal to the demon's CR, the par icular demon who was

the Demilich. If the Phylactery is destroyed, these items holding the sigil can be summoned. The demon will be hos ile

crumble into useless dust. upon arrival and must be magically contained in order to be

1 Phylacter y. This item is not found with the Demilich unless the bargained with.

check made to loot the body was a 30 or higher. At the DM’s 1 Set of Abyssal Chains. These chains are immune to damage

discre ion, this loot may simply be a clue to the phylactery’s from non-magical fire. Requires attunement. An attuned

true loca ion, not the phylactery itself. No immediate use. If not creature can use an ac ion to speak a command word. A non-

destroyed, the Demilich reforms a ter 1d10 days. demon creature within 30 feet of the attuned creature must

4 Sets of Armor and 4 Weapons. The DM determines what make a DC 20 Dexterity saving throw or the chains ensnare the

weapons and armor are present. 1d4 of the items are magical in target and attempt to crush it. It is restrained and grappled

some way. (escape DC 15) and takes 11 (2d10) bludgeoning damage per

In Lair: Treasure Hoard (17-20) round. If the creature escapes the grapple, it is no longer

(Variant Only) 3 Acererak Demilich Cr ystals. Each of these restrained.

gems can be used to trap a creature's soul. The target must 3 Motes of Unholy Fire. Strange fire that can be bottled like a

make a DC 19 Charisma saving throw. On a failed save, the liquid. Casts light like a torch. Draws undead towards it. The

target's soul is magically trapped inside the gem. While the soul fire will licker out in 1d6 hours, but adding a drop of blood to it

is trapped, the target's body and all the equipment it is carrying will extend the ime limit by 1 hour.

cease to exist. On a successful save, the target takes 24 (7d6)


Barlgura (5)
necro ic damage, and if this damage reduces the target to 0 hit

points, its soul is trapped as if it failed the saving throw. If the fiend (religion)

soul is trapped, the soul is released when the gem is broken. If

1 Vial of Foul Ichor. No immediate use. Can be mastercra ted


the soul is not trapped, the gem shatters upon use. When the

(alchemist’s supplies) into a po ion of poison immunity. When


Demilich reforms, all gems that have not been shattered return

consumed, grants immunity to poison damage and the


to the Demilich. If the Phylactery is destroyed, these items

poisoned condi ion for 1 hour, and heals any poisons currently
crumble into useless dust.

a fec ing the creature.

2 Barlgura Tusks. Acts as a dagger. Can be carefully cra ted

(alchemist’s supplies) into a Po ion of Recklessness. When

consumed, a creature has advantage on all melee attacked for

1d6 rounds. During this ime, attack rolls against the creature

have advantage.

1 Demon Heart. While holding the heart, it can be used to cast

Plane Shi t as a ritual. Only the creature holding the heart may

shi t. This consumes the heart. When the spell is cast, roll 1d20.

On a 1, the bearer is shi ted to a random loca ion in the Abyss

instead of the intended des ina ion.

1 Desiccated Trophy. The DM selects a mar ial weapon. Treat it

as a magical weapon that deals an addi ional 4 (1d8) necro ic

damage on a hit.

D | Demilich - Demon 9
2 Glabrezu Claws. Acts as a handaxe. Can be carefully cra ted
Chasme (6)
(alchemist’s supplies) into a Po ion of Flight or a Poison of

fiend (religion)
Confusion (when consumed, casts confusion on the creature).

They look iden ical, and it is nearly impossible to discern which


1 Vial of Foul Ichor. No immediate use. Can be mastercra ted
one was created without a DC 30 Intelligence (Religion) check.
(alchemist’s supplies) into a po ion of poison immunity. When
1 Glabrezu Carapace. Acts as a shield. Can be mastercra ted
consumed, grants immunity to poison damage and the
(smith’s tools) into a grotesque Spellguard Shield.
poisoned condi ion for 1 hour, and heals any poisons currently
1 Trophy of Tempta ion. The DM selects a trinket from the
a fec ing the creature.
trinket table (PHB pg. 160). This was once owned by a mortal
1 Demon Heart. While holding the heart, it can be used to cast
who foolishly believed they could control the demon. Once per
Plane Shi t as a ritual. Only the creature holding the heart may
day, it can cast a small (2.5 t radius) An imagic Field for one
shi t. This consumes the heart. When the spell is cast, roll 1d20.
hour. When it is used, the caster must succed on a DC 10
On a 1, the bearer is shi ted to a random loca ion in the Abyss
Wisdom saving throw or their alignment changes to Chao ic
instead of the intended des ina ion.
Evil and they become an NPC under the DM's control.
1 Proboscis. Acts as a magical dagger that deals an addi ional 7

(2d6) necro ic damage on a hit. On a hit, the target’s hit point Goristro (17)

maximum is lowered by the amount of necro ic damage dealt.


fiend (religion)
1 Chasme Head. No immediate use. Can be carefully cra ted

(leatherworker’s tools) into a horn that produces an awful


1 Demonic Amulet. This item cannot be looted normally. The

drone. Any non-demon creature within 30 feet of the horn that


amulet disappears when the demon dies, unless

hears the drone (including the user) must succeed on a DC 12


stolen/removed beforehand. Retrieving it requires a DC 25

Cons itu ion saving throw or fall unconscious for 10 minutes. A


Dexterity (Sleight of Hand) check, with advantage if the demon

creature that can't hear automa ically succeeds on the save. The
is incapacitated. Holding the amulet grants one favor from the

e fect on the creature ends if it takes damage or if another


demon, in exchange for the return of the amulet. The Demon

creature takes an ac ion to splash it with holy water. If a


may not honor the favor if the amulet is given before the favor

creature's saving throw is successful or the e fect ends for it, it


is complete.

is immune to the drone for the next 24 hours.


3 Vials of Foul Ichor. No immediate use. Can be mastercra ted

1 Chasme Carapace. Acts as a shield. 2 of these can be


(alchemist’s supplies) into a po ion of poison immunity. When

mastercra ted (smith’s tools) into a grotesque Spellguard Shield.


consumed, grants immunity to poison damage and the

1 Trophy of Torture. The DM selects an item from another


poisoned condi ion for 1 hour, and heals any poisons currently

Demon. This item is also found with the Chasme.


a fec ing the creature.

2 Cul ists’ Sigils. The signature sigil of a demonic cult. By using


Dretch (1/4)
the sigil to cast a ritual spell over the course of a number of
fiend (religion)
hours equal to the demon's CR, the par icular demon who was

holding the sigil can be summoned. The demon will be hos ile
1 Vial of Foul Ichor. No immediate use. Can be mastercra ted
upon arrival and must be magically contained in order to be
(alchemist’s supplies) into a po ion of poison immunity. When
bargained with.
consumed, grants immunity to poison damage and the
1 Demon Heart. While holding the heart, it can be used to cast
poisoned condi ion for 1 hour, and heals any poisons currently
Plane Shi t as a ritual. Only the creature holding the heart may
a fec ing the creature.
shi t. This consumes the heart. When the spell is cast, roll 1d20.

Glabrezu (9) On a 1, the bearer is shi ted to a random loca ion in the Abyss

instead of the intended des ina ion.


fiend (religion)
2 Goristro Horns. Acts as a club. Can be mastercra ted

(alchemist’s Supplies) into a Po ion of Magic Resistance (when


1 Demonic Amulet. This item cannot be looted normally. The

consumed, a creature has advantage on saving throws made


amulet disappears when the demon dies, unless

against spells and magic e fects for 1 hour).


stolen/removed beforehand. Retrieving it requires a DC 25

2d6 Goristro teeth. No immediate use. 10 teeth can be carefully


Dexterity (Sleight of Hand) check, with advantage if the demon

cra ted (jeweler's tools) into a necklace that requires


is incapacitated. Holding the amulet grants one favor from the

attunement. An attuned creature may cast Find the Path once


demon, in exchange for the return of the amulet. The Demon

per day using the necklace.


may not honor the favor if the amulet is given before the favor

1 Goristro Hide. Acts as a blanket. Can be mastercra ted


is complete.

(leatherworker’s tools) into hide armor that requires


2 Vials of Foul Ichor. No immediate use. Can be mastercra ted

attunement, and grants resistance from cold, fire, and lightning


(alchemist’s supplies) into a po ion of poison immunity. When

damage.
consumed, grants immunity to poison damage and the

1 Goristro Skull. No immediate use. When worn as a helmet, the


poisoned condi ion for 1 hour, and heals any poisons currently

wearer may make a charging attack that deals 33 (6d10)


a fec ing the creature.

piercing damage if they moved at least 15 feet straight towards a


1 Cul ists’ Sigil. The signature sigil of a demonic cult. By using

target on the same turn. On a hit, the wearer must succeed on a


the sigil to cast a ritual spell over the course of a number of

DC 21 Cons itu ion saving throw or be stunned for 1 round.


hours equal to the demon's CR, the par icular demon who was

2 Gilded Bracers. Requires attunement. When worn together,


holding the sigil can be summoned. The demon will be hos ile

grants resistance to bludgeoning, piercing, and slashing


upon arrival and must be magically contained in order to be

damage from nonmagical weapons.


bargained with.

2 Motes of Unholy Fire. Strange fire that can be bottled like a


1 Demon Heart. While holding the heart, it can be used to cast

liquid. Casts light like a torch. Draws undead towards it. The
Plane Shi t as a ritual. Only the creature holding the heart may

fire will licker out in 1d6 hours, but adding a drop of blood to it
shi t. This consumes the heart. When the spell is cast, roll 1d20.

will extend the ime limit by 1 hour.


On a 1, the bearer is shi ted to a random loca ion in the Abyss

instead of the intended des ina ion.

10 D | Demon
Hezrou (8) Marilith (16)

fiend (religion) fiend (religion)

2 Vials of Foul Ichor. No immediate use. Can be mastercra ted 1 Demonic Amulet. This item cannot be looted normally. The

(alchemist’s supplies) into a po ion of poison immunity. When amulet disappears when the demon dies, unless

consumed, grants immunity to poison damage and the stolen/removed beforehand. Retrieving it requires a DC 25

poisoned condi ion for 1 hour, and heals any poisons currently Dexterity (Sleight of Hand) check, with advantage if the demon

a fec ing the creature. is incapacitated. Holding the amulet grants one favor from the

1 Demon Heart. While holding the heart, it can be used to cast demon, in exchange for the return of the amulet. The Demon

Plane Shi t as a ritual. Only the creature holding the heart may may not honor the favor if the amulet is given before the favor

shi t. This consumes the heart. When the spell is cast, roll 1d20. is complete.

On a 1, the bearer is shi ted to a random loca ion in the Abyss 3 Vials of Foul Ichor. No immediate use. Can be mastercra ted

instead of the intended des ina ion. (alchemist’s supplies) into a po ion of poison immunity. When

2 Hezrou Stench Glands. As an ac ion, the gland can be consumed, grants immunity to poison damage and the

squeezed to burst, emit ing a foul stench. Any creature within poisoned condi ion for 1 hour, and heals any poisons currently

10 feet of the gland must succeed on a DC 14 Cons itu ion a fec ing the creature.

saving throw or be poisoned un il the start of its next turn. On a 1 Cul ists’ Sigil. The signature sigil of a demonic cult. By using

successful saving throw, the creature is immune to the hezrou's the sigil to cast a ritual spell over the course of a number of

stench for 24 hours. Can be carefully cra ted (alchemist’s hours equal to the demon's CR, the par icular demon who was

supplies) into a Po ion of Poison. holding the sigil can be summoned. The demon will be hos ile

2d4 Hezrou Spines. Acts as an arcane focus for warlocks of the upon arrival and must be magically contained in order to be

Fiend pact. 10 of these can be mastercra ted (alchemist’s bargained with.

supplies) into a Po ion of Magic Resistance (when consumed, a 1 Demon Heart. While holding the heart, it can be used to cast

creature has advantage on saving throws made against spells Plane Shi t as a ritual. Only the creature holding the heart may

and magic e fects for 1 hour). shi t. This consumes the heart. When the spell is cast, roll 1d20.

1d4 Hezrou Claws. Acts as a magical dagger that deals an On a 1, the bearer is shi ted to a random loca ion in the Abyss

addi ional 3 (1d6) poison damage on a hit. instead of the intended des ina ion.

1d4+2 Demonic Longswords. Acts as a magical longsword that


Manes (1/8)
requires attunement. As a reac ion, an attuned creature may

fiend (religion) add 2 to their AC against a melee attack that would hit them. If

the wielder is of a non-evil alignment, roll 1d20 when using this


1 Vial of Foul Ichor. No immediate use. Can be mastercra ted
ability. On a 1, the blade turns on its wielder, causing the melee
(alchemist’s supplies) into a po ion of poison immunity. When
attack to automa ically hit, and adding 1d8 damage as the
consumed, grants immunity to poison damage and the
sword joins in.
poisoned condi ion for 1 hour, and heals any poisons currently
1 Marilith Bodice Armor. Acts as magical splint armor that
a fec ing the creature.
requires attunement. While attuned to it, the armor grants

resistance to cold, fire, and lightning damage, and advantage on

Charisma checks made against demons of CR 15 or less. Curse:

At the end of a long rest, the attuned creature must make a DC

19 Charisma check or their alignment changes to Chao ic Evil

and they become an NPC under the DM's control.

1 Demon Snake Tail. Acts as a whip. Can be mastercra ted

(alchemist’s supplies) into a Po ion of Magic Resistance (when

consumed, a creature has advantage on saving throws made

against spells and magic e fects for 1 hour).

1 Marilith Head. Once per day, as an ac ion, the head can

teleport its holder, along with any equipment it is wearing or

carrying, up to 120 feet to an unoccupied space it's holder can

see. Can be mastercra ted (alchemist’s supplies) into a Po ion of

Truesight (grants truesight out to 120 feet for 1 hour).

2 Gilded Bracers. Requires attunement. When worn together,

grants resistance to bludgeoning, piercing, and slashing

damage from nonmagical weapons.

2 Motes of Unholy Fire. Strange fire that can be bottled like a

liquid. Casts light like a torch. Draws undead towards it. The

fire will licker out in 1d6 hours, but adding a drop of blood to it

will extend the ime limit by 1 hour.

D | Demon 11
Nalfeshnee (13) Quasit (1)

fiend (religion) fiend (religion)

1 Demonic Amulet. This item cannot be looted normally. The 1 Vial of Foul Ichor. No immediate use. Can be mastercra ted

amulet disappears when the demon dies, unless (alchemist’s supplies) into a po ion of poison immunity. When

stolen/removed beforehand. Retrieving it requires a DC 25 consumed, grants immunity to poison damage and the

Dexterity (Sleight of Hand) check, with advantage if the demon poisoned condi ion for 1 hour, and heals any poisons currently

is incapacitated. Holding the amulet grants one favor from the a fec ing the creature.

demon, in exchange for the return of the amulet. The Demon


Shadow Demon (4)
may not honor the favor if the amulet is given before the favor

is complete. fiend (religion)

2 Vials of Foul Ichor. No immediate use. Can be mastercra ted


1 Vial of Foul Ichor. No immediate use. Can be mastercra ted
(alchemist’s supplies) into a po ion of poison immunity. When
(alchemist’s supplies) into a po ion of poison immunity. When
consumed, grants immunity to poison damage and the
consumed, grants immunity to poison damage and the
poisoned condi ion for 1 hour, and heals any poisons currently
poisoned condi ion for 1 hour, and heals any poisons currently
a fec ing the creature.
a fec ing the creature.
1 Cul ists’ Sigil. The signature sigil of a demonic cult. By using
2d4 Shadow Claws. Acts as a dagger +1 that deals psychic
the sigil to cast a ritual spell over the course of a number of
damage instead of piercing damage. The dagger is destroyed
hours equal to the demon's CR, the par icular demon who was
when exposed to sunlight.
holding the sigil can be summoned. The demon will be hos ile
1 Vial of Ectoplasm. No immediate use. Can be cra ted
upon arrival and must be magically contained in order to be
(alchemist’s supplies) into a Po ion of Invisibility or an Oil of
bargained with.
Etherealness.
2 Demon Hearts. While holding the heart, it can be used to cast

Plane Shi t as a ritual. Only the creature holding the heart may
Vrock (6)
shi t. This consumes the heart. When the spell is cast, roll 1d20.
fiend (religion)
On a 1, the bearer is shi ted to a random loca ion in the Abyss

instead of the intended des ina ion.


1 Vial of Foul Ichor. No immediate use. Can be mastercra ted
2 Nalfeshnee tusks. Acts as a shortsword. Each one can be
(alchemist’s supplies) into a po ion of poison immunity. When
carefully cra ted (enchantment) by a spellcaster into a Sigil of
consumed, grants immunity to poison damage and the
Horror. When ac ivated, the sigil magically emits scin illa ing,
poisoned condi ion for 1 hour, and heals any poisons currently
mul icolored light. Each creature within 30 feet of the sigil that
a fec ing the creature.
can see the light must succeed on a DC 15 Wisdom saving throw
1 Demon Heart. While holding the heart, it can be used to cast
or be frightened for 1 minute. A creature can repeat the saving
Plane Shi t as a ritual. Only the creature holding the heart may
throw at the end of each of its turns, ending the e fect on itself
shi t. This consumes the heart. When the spell is cast, roll 1d20.
on a success. The sigil is consumed when ac ivated, but the light
On a 1, the bearer is shi ted to a random loca ion in the Abyss
remains for 1 minute.
instead of the intended des ina ion.
2d4 Nalfeshnee claws. Acts as a dagger +1.
1 Vrock Hide. Acts as a blanket. Can be mastercra ted
1 Nalfeshnee Hide. Acts as a blanket. Can be mastercra ted
(leatherworker's tools) into hide armor that requires
(leatherworker's tools) into hide armor that requires
attunement, and grants advantage on saving throws against
attunement, and grants advantage on saving throws against
spells and other magical e fects.
spells and other magical e fects.
2 Vials of Spores. Can be released into the air, crea ing a 5 t.
2 Gilded Bracers. Requires attunement. When worn together,
diameter cloud of toxic spores. Each creature in that area must
grants resistance to bludgeoning, piercing, and slashing
succeed on a DC 14 Cons itu ion saving throw or become
damage from nonmagical weapons.
poisoned. While poisoned in this way, a target takes 5 (1d10)
1 Mote of Unholy Fire. Strange fire that can be bottled like a
poison damage at the start of each of its turns. A target can
liquid. Casts light like a torch. Draws undead towards it. The
repeat the saving throw at the end of each of its turns, ending
fire will licker out in 1d6 hours, but adding a drop of blood to it
the e fect on itself on a success. Emptying a vial of holy water
will extend the ime limit by 1 hour.
on the target also ends the e fect on it.

1d2 Vrock Eyes. No immediate use. Can be cra ted (alchemist’s

supplies) into a po ion of Superior Darkvision (grants

darkvision out to 120 feet).

12 D | Demon
Yochlol (10)
Devils
fiend (religion)

Unless the devil is killed in the Nine Hells, only the Hellish Ichor

1 Demonic Amulet. This item cannot be looted normally. The is able to be harvested.

amulet disappears when the demon dies, unless

stolen/removed beforehand. Retrieving it requires a DC 25


Barbed Devil (5)
Dexterity (Sleight of Hand) check, with advantage if the demon
fiend (religion)
is incapacitated. Holding the amulet grants one favor from the

demon, in exchange for the return of the amulet. The Demon


2d4 Devil Claws. Acts as a magical dagger that deals fire damage
may not honor the favor if the amulet is given before the favor
instead of piercing damage. This damage ignores the fire
is complete.
resistance of demons.
2 Vials of Foul Ichor. No immediate use. Can be mastercra ted
1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out
(alchemist’s supplies) into a po ion of poison immunity. When
to 60 feet for 10 minutes. This darkvision is not impeded by
consumed, grants immunity to poison damage and the
magical darkness. Can be mastercra ted (Jeweler’s Tools) into
poisoned condi ion for 1 hour, and heals any poisons currently
an amulet or circlet that provides this benefit once per day as
a fec ing the creature.
an ac ion.
1 Cul ists’ Sigil. The signature sigil of a demonic cult. By using
1 Barbed Devil Hide. No immediate use. Can be carefully cra ted
the sigil to cast a ritual spell over the course of a number of
(Leatherworker’s Tools) into a Barbed Cloak. When a creature
hours equal to the demon's CR, the par icular demon who was
wearing a Barbed cloak is grappled, it deals 5 (1d10) piercing
holding the sigil can be summoned. The demon will be hos ile
damage to the grappler at the start of its turn.
upon arrival and must be magically contained in order to be
1 Barbed Devil Tail. Acts as a whip +1.
bargained with.

1 Demon Heart. While holding the heart, it can be used to cast Bearded Devil (3)

Plane Shi t as a ritual. Only the creature holding the heart may
fiend (religion)

shi t. This consumes the heart. When the spell is cast, roll 1d20.

On a 1, the bearer is shi ted to The Demonwebs of Lolth in the 1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out

Abyss instead of the intended des ina ion. to 60 feet for 10 minutes. This darkvision is not impeded by

1 Yochlol Eye. Requires attunement. A creature attuned to the magical darkness. Can be mastercra ted (Jeweler’s Tools) into

eye can cast Gaseous Form once per day. In addi ion to the an amulet or circlet that provides this benefit once per day as

bonuses granted by the spell, a creature that starts its turn in an ac ion.

the same space as the attuned creature while they are in 2d4 Bearded Devil Tendrils. Acts as a magical lail. On a hit, the

gaseous form must succeed on a DC 14 Cons itu ion saving target must succeed on a DC 12 Cons itu ion saving throw or be

throw or be poisoned un il the start of its next turn. While poisoned for 1 minute. While poisoned this way, a creature can’t

poisoned in this way, the creature is incapacitated. regain hit points. The creature can repeat the saving throw at

2d4 Demon Spider Legs. When held, the holder ignores the end of each of its turns, ending the e fect on itself on a

movement restric ions caused by webbing. 5 of these can be success.

mastercra ted (alchemist’s supplies) into a Po ion of Magic


Bone Devil (9)
Resistance (when consumed, a creature has advantage on

saving throws made against spells and magic e fects for 1 hour). fiend (religion)

1 Ball of Demonweb. The ball contains 1d6+1 charges. A creature


1 Vial of Bone Devil Poison. If applied to a blade and used to
holding the ball may expend a charge to cast Web. The ball
attack a creature, the creature is poisoned on a hit. The
shrinks a little each ime the spell is cast. When the last charge
poisoned creature must make a DC 14 Cons itu ion saving
is expended, the ball withers to nothing and is destroyed.
throw or take 17 (5d6) poison damage and become poisoned for
1 Mote of Unholy Fire. Strange fire that can be bottled like a
1 minute. On a success, the creature takes half the damage and
liquid. Casts light like a torch. Draws undead towards it. The
is not poisoned. The creature can repeat the saving throw at the
fire will licker out in 1d6 hours, but adding a drop of blood to it
end of each of its turns to end the condi ion.
will extend the ime limit by 1 hour.
1 Bone Devil Hide. No immediate use. Can be mastercra ted

(Leatherworker’s Tools) into hide armor that requires

attunement, and grants resistance to bludgeoning, slashing,

and piercing damage from weapons that aren’t silvered.

2 Bone Devil Wings. No immediate use. Can be carefully cra ted

(leatherworker’s tools) into a shield that grants resistance to

cold damage while in use.

1 Bone Devil Skull. While being held, grants advantage on

Charisma checks made against lesser devils. Can be

mastercra ted (smith’s tools) into a helmet that grants the

wearer +1 Charisma, to a maximum of 20.

3d4 Devil Claws. Acts as a magical dagger that deals fire damage

instead of piercing damage. This damage ignores the fire

resistance of demons.

1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out

to 60 feet for 10 minutes. This darkvision is not impeded by

magical darkness. Can be mastercra ted (Jeweler’s Tools) into

an amulet or circlet that provides this benefit once per day as

an ac ion.

D | Demon - Devil 13
Chain Devil (8) Horned Devil (11)

fiend (religion) fiend (religion)

3d4 Chain Devil Chains. Acts as 10 feet of chain with razor- 2 Horned Devil Horns. Requires attunement. Grants the attuned

sharp iron barbs along its length. Any creature touching the creature advantage on saving throws against spells and other

chain must make a DC 14 Dexterity saving throw at the start of magical e fects. Curse: While attuned, a creature is overcome

its turn or take 7 (2d6) piercing damage. with lethargy and must pass a DC 15 Wisdom saving throw at

2d4 Animate Hooks. As an ac ion, a hook can be thrown at a the start of each combat or spend their first turn taking no

creature as an improvised weapon. On a hit, the creature takes move or ac ion.

7 (2d6) piercing damage and is restrained as the hook attaches 2 Horned Devil Wings. No immediate use. Can be carefully

them to the ground. The creature can make an Strength check cra ted (leatherworker’s tools) into a shield that grants

DC 14 to escape. The hook becomes permanently attached to resistance to fire damage while in use.

the ground and cannot be used again.- 1 Chain Devil Mask. 1 Horned Devil Tail. Acts as a whip +1. On a hit, if the target is a

When worn, the mask can be ac ivated, as a reac ion, to form creature other than an undead or construct, it must succeed on

into the face of a departed loved one or bitter enemy of a a DC 17 Cons itu ion saving throw or lose 10 (3d6) hit points at

creature within 30 feet. The creature must make a DC 14 the start of each of its turns due to an infernal wound. Any

Wisdom saving throw or be frightened un il the end of its next creature can take an ac ion to staunch the wound with a

turn. Once worn, the mask cannot be removed without dealing successful DC 12 medicine check. The wound also closes if the

11 (2d6 + 4) slashing damage to the wearer. target receives magical healing.

1d4 Devil Claws. Acts as a magical dagger that deals fire damage 2d4 Devil Teeth. 20 teeth act as a bag of caltrops. Can be

instead of piercing damage. This damage ignores the fire carefully cra ted (jeweler’s tools) into a set of dice that cannot

resistance of demons. be used to cheat.

1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out 2d4 Devil Claws. Acts as a magical dagger that deals fire damage

to 60 feet for 10 minutes. This darkvision is not impeded by instead of piercing damage. This damage ignores the fire

magical darkness. Can be mastercra ted (Jeweler’s Tools) into resistance of demons.

an amulet or circlet that provides this benefit once per day as 1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out

an ac ion. to 60 feet for 10 minutes. This darkvision is not impeded by

magical darkness. Can be mastercra ted (Jeweler’s Tools) into


Erinyes (12)
an amulet or circlet that provides this benefit once per day as

fiend (religion) an ac ion.

1d4 Vials of Hellish Ichor. No immediate use. Forms into a


1 Hellspit Longsword. Acts as a magical longsword +1 that deals
Lemure a ter 1d10 days, unless the devil was killed by a good-
an addi ional 13 (3d8) poison damage on a hit.
aligned creature with Bless cast upon it, or if the ichor is
1 Hellspit Longbow. Acts as a magical longbow +1 that deals an
splashed with holy water.
addi ional 13 (3d8) poison damage on a hit.

2d10 Silvered Arrows. as described in the Player’s Handbook Ice Devil (14)

(pg. 148)
fiend (religion)

1 Set of Erinyes Plate. Acts as magical plate armor that requires

attunement, and grants resistance to poison damage and 1 Ice Devil Carapace. No immediate use. Can be mastercra ted

advantage on saving throws against poison. Curse: while (smith’s tools) into plate armor that requires attunement and

attuned to the armor, a creature counts as a fiend, and is grants resistance to cold, fire, and poison damage. Curse: While

a fected by any spell or e fect that would a fect fiends. Spells attuned to the item, a creature's speed is reduced by 10 feet.

that provide protec ion from fiends (such as Protec ion from 2 Ice Devil Mandibles. Acts as a magical handaxe +1 that deals

Evil and Good) have no e fect when cast upon the attuned an addi ional 10 (3d6) cold damage on a hit.

creature. 1d2 Ice Devil Antennae. Requires attunement. While attuned, a

2d10 Erinyes Feathers. No immediate use. 20 of them can be creature gains Telepathy out to 120 feet, however, they cannot

mastercra ted (Alchemist’s Supplies) into a Po ion of Truesight make a statement that is technically, legally untrue while using

(grants truesight out to 120 feet for 1 hour). the item in this way.

1 Erinyes Tongue. Requires attunement. While attuned, a 1 Ice Devil Tail. No immediate use. Can be carefully cra ted into

creature gains Telepathy out to 120 feet, however, they cannot a magical maul +2 that deals an addi ional 10 (3d6) cold damage

make a statement that is technically, legally untrue while using on a hit.

the item in this way. 2 Hellforged Bracers. Requires attunement. An attuned creature

1d4 Devil Claws. Acts as a magical dagger that deals fire damage can use both bracers to cast Find Familiar once per day. The

instead of piercing damage. This damage ignores the fire summoned familiar is always an Imp with the variant Familiar

resistance of demons. trait (MM pg. 69), and is loyal to the summoner as long as they

1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out are attuned to the bracers.

to 60 feet for 10 minutes. This darkvision is not impeded by 3d4 Devil Claws. Acts as a magical dagger that deals fire damage

magical darkness. Can be mastercra ted (Jeweler’s Tools) into instead of piercing damage. This damage ignores the fire

an amulet or circlet that provides this benefit once per day as resistance of demons.

an ac ion. 1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out

2d4 Vials of Hellish Ichor. No immediate use. Forms into a to 60 feet for 10 minutes. This darkvision is not impeded by

Lemure a ter 1d10 days, unless the devil was killed by a good- magical darkness. Can be mastercra ted (Jeweler’s Tools) into

aligned creature with Bless cast upon it, or if the ichor is an amulet or circlet that provides this benefit once per day as

splashed with holy water. an ac ion.

3d4 Vials of Hellish Ichor. No immediate use. Forms into a

Lemure a ter 1d10 days, unless the devil was killed by a good-

aligned creature with Bless cast upon it, or if the ichor is

splashed with holy water.

14 D | Devil
Imp (1) Spined Devil (2)

fiend (religion) fiend (religion)

1d2 Imp Wings. No immediate use. Can be mastercra ted 1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out

(Alchemist’s Supplies) into a Po ion of Invisibility. to 60 feet for 10 minutes. This darkvision is not impeded by

magical darkness. Can be mastercra ted (Jeweler’s Tools) into


Lemure (0)
an amulet or circlet that provides this benefit once per day as

fiend (religion) an ac ion.

1d8 Spined Devil Spines. Acts as a dart that deals fire damage
1 Vial of Hellish Ichor. No immediate use. Forms into a Lemure
instead of piercing damage. 10 of them can be carefully cra ted
a ter 1d10 days, unless the devil was killed by a good-aligned
(smith’s tools) into a magical dagger +1 that deals fire damage
creature with Bless cast upon it, or if the ichor is splashed with
instead of piercing damage.
holy water.

Pit Fiend (20) Dinosaurs


fiend (religion)
Allosaurus (2)

beast (nature)
1 Pit Fiend Head. While being held, grants advantage on

Charisma checks made against lesser and greater devils. Can be


1 Dinosaur Hide. Acts as a blanket. Can be carefully cra ted
mastercra ted (smith’s tools) into a helmet that requires
(leatherworker’s tools) into the equivalent of studded leather
attunement, and grants the wearer +2 Charisma, to a maximum
armor or a chain shirt.
of 22.
1d4 Dinosaur Claw. Acts as a sickle. Can be cra ted (smith’s tools)
2 Pit Fiend Horns. Requires attunement. Grants the holder
into a handaxe.
advantage on saving throws against spells and other magical

e fects. Curse: While attuned to a horn, a creature appears Ankylosaurus (3)


grotesque to non-devils. Non-devil creatures that look upon the
beast (nature)
attuned creature must make a DC 21 Wisdom saving throw

each round or be frightened by the creature. On a success, the


2 Dinosaur Hide. Acts as a blanket. Can be carefully cra ted
non-devil creature is immune to the condi ion (though they s ill
(leatherworker’s tools) into the equivalent of studded leather
see the attuned creature as grotesque) for the next 24 hours.
armor or a chain shirt.
1 Hellforged Mace. Acts as a magical mace +2 that deals an extra
1 Knobbed Tail. No immediate use. Can be carefully cra ted
21 (6d6) fire damage on a hit.
(smith’s tools) into a Flail or Greatclub.
2 Hellforged Bracers. Requires attunement. An attuned creature

can use both bracers to cast Find Familiar once per day. The Plesiosaurus (2)

summoned familiar is always an Imp with the variant Familiar


beast (nature)

trait (MM pg. 69), and is loyal to the summoner as long as they

are attuned to the bracers. 1 Dinosaur Hide. Acts as a blanket. Can be carefully cra ted

2 Pit Fiend Wings. No immediate use. Can be carefully cra ted (leatherworker’s tools) into the equivalent of studded leather

(leatherworker’s tools) into a shield that requires attunement, armor or a chain shirt.

and grants resistance to fire, cold, and poison damage while in 1 Plesiosaurus Bladder. Acts as a balloon. Can be cra ted

use. (leatherworker’s tools) into a waterskin.

1 Pit Fiend Tail. No immediate use. Can be carefully cra ted into
Triceratops (5)
a magical maul +2 that can cast Wall of Fire once per day.

1 Pit Fiend Hide. No immediate use. Can be mastercra ted beast (nature)

(leatherworker’s tools) into Scale Mail that requires


2 Dinosaur Hide. Acts as a blanket. Can be carefully cra ted
attunement, and grants resistance to cold, fire, and poison
(leatherworker’s tools) into the equivalent of studded leather
damage, as well as damage from bludgeoning, slashing, or
armor or a chain shirt.
piercing weapons that are nonmagical and aren’t silvered.
3 Triceratops Horns. No immediate use. Can be carefully cra ted
2d4 Devil Teeth. 20 teeth act as a bag of caltrops. Can be
(smith’s tools) into a Lance, Pike, or War Pick.
carefully cra ted (jeweler’s tools) into a set of dice that cannot

be used to cheat.
Pteranodon (1/4)
3d4 Devil Claws. Acts as a magical dagger that deals fire damage
beast (nature)
instead of piercing damage. This damage ignores the fire

resistance of demons.
1d2 Tattered Pteranodon Wings. No immediate use. Can be
1d2 Devil Eyes. If consumed as an ac ion, grants Darkvision out
carefully cra ted (leatherworker’s tools) into hide armor or
to 60 feet for 10 minutes. This darkvision is not impeded by
leather armor.
magical darkness. Can be mastercra ted (Jeweler’s Tools) into

an amulet or circlet that provides this benefit once per day as

an ac ion.

4d4 Vials of Hellish Ichor. No immediate use. Forms into a

Lemure a ter 1d10 days, unless the devil was killed by a good-

aligned creature with Bless cast upon it, or if the ichor is

splashed with holy water.

D | Devil - Dinosaur 15
Tyrannosaurus Rex (8) Dracolich (+1 from dragon)

beast (nature) undead (religion)

3 Dinosaur Hide. Acts as a blanket. Can be carefully cra ted 1 Phylacter y. This item is not found with the Dracolich unless

(leatherworker’s tools) into the equivalent of studded leather the check made to loot the body was a 30 or higher. No

armor or a chain shirt. immediate use. If not destroyed, the Dracolich reforms the

2d4 Dinosaur Claw. Acts as a sickle. Can be cra ted (smith’s moment the phylactery touches the corpse of another dragon.

tools) into a handaxe. Addi ionally, the following items are no longer found with the

2d10 Tyrannosaurus Teeth. Acts as a dagger. dragon: Hide, Heart, Eyes, Scales, Spines, Frills, Fins. They are

1 Tyrannosaurus Skull. No immediate use. Can be each replaced by the following item:

mastercra ted (smith’s tools) into the equivalent of Half Plate Dracolich Bone. No immediate use. 100 of these can be

armor that grants +2 on Charisma (In imida ion) checks. mastercra ted (transmuta ion) by a spellcaster to create a

Po ion of Lichdom. When drunk, the user is instantly killed and


Displacer Beast (3)
their soul is destroyed, unless it has been removed via a

monstrosity (nature) specially prepared Imprisonment spell with a Phylactery as the

material component. If it has, roll 1d20. On a 20, the user is


1d2 Displacer Beast Tentacles. Acts as a whip. 10 can be
revived as a Lich. Their alignment becomes evil, if it wasn’t
mastercra ted (leatherworker’s tools) into a Cloak of
already, and they may become an NPC under the DM’s control.
Displacement.

1 Displacer Beast Hide. No immediate use. Can replace 4 Shadow Dragon (+3 from Dragon)

Displacer Beast Tentacles when cra ing a Cloak of


dragon (nature)

Displacement.

1d6 Displacer Beast Paws. No immediate use. Can be carefully 3 Motes of Shadow. No immediate use. Can be mastercra ted

cra ted (illusion) by a spellcaster into an amulet that can cast (alchemist’s supplies) into a Po ion of Shadow (grants resistance

Silent Image once per day. to damage that isn’t force, fire, or radiant for one hour, as long

as the user is in dim light or darkness). Addi ionally, any


Doppelganger (3)
damage type, resistance, vulnerability, or immunity granted by

monstrosity (nature) an item from the dragon is changed to Necro ic

2 Lumps of Doppelganger Flesh. If applied to a missing hand or

foot, it becomes a working replica of the missing appendage,

though it never gra ts to the rest of the body, so attaching it in

some way is required. 2 lumps can form an arm, 3 lumps can

form a leg. It cannot replicate more complex organs such as

eyes or tongues.

1 Doppelganger Brain. No immediate use. Can be carefully

cra ted (alchemist’s supplies) into a Po ion of Mind Reading.

16 D | Dinosaur - Dragon
Black Dragons

Ancient Black Dragon (21)

dragon (nature)

1 Ancient Black Dragon Skull. If a creature with at least 18 5 Strips of Black Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 19 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a swim speed of 30 feet and the

turns, ending the e fect on itself on a success. If a creature's ability to breathe underwater.

saving throw is successful or the e fect ends for it, the creature 1 Ancient Black Dragon Heart. If a humanoid creature’s heart

is immune to this e fect for the next 24 hours. The skull can be is removed or damaged in some way, the dragon’s heart can be

mastercra ted (smith’s tools and woodcarver’s tools) into one of placed in the wound. This saves the creature’s life, and confers

the following items: wall trophy, warhorse barding, chariot, the following benefits: The creature’s Strength, Cons itu ion,

throne, or a ship’s figurehead. The item has the following and Charisma increase by 2, to a maximum of 22. The creature

property: when a creature who is hos ile to the current owner gains one use of the Legendary Resistance trait (once per day, if

of the item is within 30 feet of the skull, they must make a DC the creature fails a saving throw, it may choose to succeed

19 Wisdom saving throw or become frightened for 1 minute. A instead). The creature gains immunity to acid damage, a lying

creature can repeat the saving throw at the end of each of its speed equal to their walking speed, and darkvision out to 120

turns, ending the e fect on itself on a success. If a creature's feet. Addi ionally, the creature’s alignment becomes Chao ic

saving throw is successful or the e fect ends for it, the creature Evil if it wasn’t already, and they become an NPC under the

is immune to this e fect for the next 24 hours. DM’s control.

2 Black Dragon Wing. Acts as a blanket. Can be mastercra ted 1 Ancient Black Dragon Acid Pouch. Di ficult to handle, deals 9

(leatherworker’s tools) into a cloak that requires attunement, (2d8) acid damage per round to any organic material in contact

and grants its wearer resistance to acid damage. Addi ionally, with it. Can be mastercra ted (alchemist’s supplies) into a Black

the wearer may ly up to 40 feet as part of their move ac ion. Dragon’s Bane Poison (if ingested, a creature must make a DC

Once this property is used, it cannot be used again un il the 22 Cons itu ion saving throw, taking 67 (15d8) acid damage on a

next dawn. failed save, or half as much on a success).

1 Black Dragon Tail. Acts as a magical whip +1. Can be 3d10 Black Dragon Scales. No immediate use. 25 of these can be

mastercra ted (alchemist’s supplies) into a Po ion of Acid mastercra ted (smith’s tools) into a shield that grants resistance

Immunity (grants immunity to acid damage for 1 hour). to acid damage while in use.

3d4 Black Dragon Claws. Acts as a magical dagger that deals an 2 Ancient Black Dragon Horns. Acts as a magical club +3. 2 of

addi ional 4 (1d8) Acid damage on a hit. 6 of these can be these can be mastercra ted (smith’s tools) into a magical

mastercra ted (smith’s tools) into a magical greatsword that greataxe +3 whose wielder can cast Darkness as an ac ion once

deals an addi ional 13 (3d8) acid damage on a hit. This acid per day.

damage ignores acid resistance, but not immunity. In Lair: 2 Treasure Hoard 17+

2d10 Black Dragon Fangs. Acts as a magical Shortsword that In Lair: 5d20 Evil Lizardfolk or Kobold Slaves

deals an addi ional 4 (1d8) acid damage on a hit. If planted into In Lair: 1d10 – 7 Black Dragon Eggs

fer ile soil, a ter 1d10 days the tooth will grow into an armed

humanoid warrior. The Warrior has the sta is ics of a Guard

(MM pg. 347) except that its type is construct and it has

immunity to acid damage. The warrior will attack the first

thing it sees, figh ing un il dead.

D | Dragon (Black) 17
Adult Black Dragon (14) Young Black Dragon (7)

dragon (nature) dragon (nature)

1 Adult Black Dragon Skull. If a creature with at least 15 2 Black Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 16 and grants its wearer resistance to acid damage. Addi ionally,

Wisdom saving throw or become frightened for 1 minute. A the wearer may ly up to 40 feet as part of their move ac ion.

creature can repeat the saving throw at the end of each of its Once this property is used, it cannot be used again un il the

turns, ending the e fect on itself on a success. If a creature's next dawn.

saving throw is successful or the e fect ends for it, the creature 1 Black Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Po ion of Acid

mastercra ted (smith’s tools and woodcarver’s tools) into one of Immunity (grants immunity to acid damage for 1 hour).

the following items: wall trophy, warhorse barding, helmet, 1d4 Black Dragon Claws. Acts as a magical dagger that deals an

shield, or a ship’s figurehead. The item has the following addi ional 4 (1d8) Acid damage on a hit. 6 of these can be

property: when a creature who is hos ile to the current owner mastercra ted (smith’s tools) into a magical greatsword that

of the item is within 30 feet of the skull, they must make a DC deals an addi ional 13 (3d8) acid damage on a hit. This acid

16 Wisdom saving throw or become frightened for 1 minute. A damage ignores acid resistance, but not immunity.

creature can repeat the saving throw at the end of each of its 1d10 Black Dragon Fangs. Acts as a magical Shortsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 4 (1d8) acid damage on a hit. If planted into

saving throw is successful or the e fect ends for it, the creature fer ile soil, a ter 1d10 days the tooth will grow into an armed

is immune to this e fect for the next 24 hours. humanoid warrior. The Warrior has the sta is ics of a Guard

2 Black Dragon Wing. Acts as a blanket. Can be mastercra ted (MM pg. 347) except that its type is construct and it has

(leatherworker’s tools) into a cloak that requires attunement, immunity to acid damage. The warrior will attack the first

and grants its wearer resistance to acid damage. Addi ionally, thing it sees, figh ing un il dead.

the wearer may ly up to 40 feet as part of their move ac ion. 1 Strip of Black Dragon Hide. Acts as a blanket. Can be

Once this property is used, it cannot be used again un il the mastercra ted (leatherworker’s tools) into the equivalent of one

next dawn. of the following: Studded Leather Armor +1, Scale Mail +1, or

1 Black Dragon Tail. Acts as a magical whip +1. Can be Splint armor +1. Addi ionally, the armor requires attunement,

mastercra ted (alchemist’s supplies) into a Po ion of Acid and grants the attuned creature a swim speed of 30 feet and the

Immunity (grants immunity to acid damage for 1 hour). ability to breathe underwater.

2d4 Black Dragon Claws. Acts as a magical dagger that deals an 1d10 Black Dragon Scales. No immediate use. 25 of these can be

addi ional 4 (1d8) Acid damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (smith’s tools) into a magical greatsword that to acid damage while in use.

deals an addi ional 13 (3d8) acid damage on a hit. This acid In Lair: Treasure Hoard 11-16

damage ignores acid resistance, but not immunity. In Lair: 1d20 Evil Lizardfolk or Kobold Slaves

2d10 Black Dragon Fangs. Acts as a magical Shortsword that


Black Dragon Wyrmling (2)
deals an addi ional 4 (1d8) acid damage on a hit. If planted into

fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)

humanoid warrior. The Warrior has the sta is ics of a Guard


1d4 Black Dragon Claws. Acts as a magical dagger that deals an
(MM pg. 347) except that its type is construct and it has
addi ional 4 (1d8) Acid damage on a hit. 6 of these can be
immunity to acid damage. The warrior will attack the first
mastercra ted (smith’s tools) into a magical greatsword that
thing it sees, figh ing un il dead.
deals an addi ional 13 (3d8) acid damage on a hit. This acid
2 Strips of Black Dragon Hide. Acts as a blanket. Each can be
damage ignores acid resistance, but not immunity.
mastercra ted (leatherworker’s tools) into the equivalent of one
1d10 Black Dragon Scales. No immediate use. 25 of these can be
of the following: Studded Leather Armor +1, Scale Mail +1, or
mastercra ted (smith’s tools) into a shield that grants resistance
Splint armor +1. Addi ionally, the armor requires attunement,
to acid damage while in use.
and grants the attuned creature a swim speed of 30 feet and the
In Lair: Treasure Hoard 5-10
ability to breathe underwater.

2d10 Black Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a shield that grants resistance

to acid damage while in use.

2 Adult Black Dragon Horns. Acts as a magical club +2. 2 of

these can be mastercra ted (smith’s tools) into a magical

greataxe +2.

In Lair: Treasure Hoard 17+

In Lair: 3d20 Evil Lizardfolk or Kobold Slaves

18 D | Dragon (Black)
Blue Dragons

Ancient Blue Dragon (23)

dragon (nature)

1 Ancient Blue Dragon Skull. If a creature with at least 19 5 Strips of Blue Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 20 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a burrow speed of 30 feet.

turns, ending the e fect on itself on a success. If a creature's 1 Ancient Blue Dragon Heart. If a humanoid creature’s heart is

saving throw is successful or the e fect ends for it, the creature removed or damaged in some way, the dragon’s heart can be

is immune to this e fect for the next 24 hours. The skull can be placed in the wound. This saves the creature’s life, and confers

mastercra ted (smith’s tools and woodcarver’s tools) into one of the following benefits: The creature’s Strength, Cons itu ion,

the following items: wall trophy, warhorse barding, chariot, and Charisma increase by 2, to a maximum of 22. The creature

throne, or a ship’s figurehead. The item has the following gains one use of the Legendary Resistance trait (once per day, if

property: when a creature who is hos ile to the current owner the creature fails a saving throw, it may choose to succeed

of the item is within 30 feet of the skull, they must make a DC instead). The creature gains immunity to lightning damage, a

20 Wisdom saving throw or become frightened for 1 minute. A lying speed equal to their walking speed, and darkvision out to

creature can repeat the saving throw at the end of each of its 120 feet. Addi ionally, the creature’s alignment becomes Lawful

turns, ending the e fect on itself on a success. If a creature's Evil if it wasn’t already, and they may become an NPC under

saving throw is successful or the e fect ends for it, the creature the DM’s control.

is immune to this e fect for the next 24 hours. 1 Ancient Blue Dragon Lightning Organ. Di ficult to handle,

2 Blue Dragon Wing. Acts as a blanket. Can be mastercra ted deals 9 (2d8) lightning damage per round to any organic

(leatherworker’s tools) into a cloak that requires attunement, material in contact with it or any metal object holding it. Can

and grants its wearer resistance to lightning damage. be mastercra ted (alchemist’s supplies) into a Blue Dragon’s

Addi ionally, the wearer may ly up to 40 feet as part of their Bane Poison (if ingested, a creature must make a DC 23

move ac ion. Once this property is used, it cannot be used again Cons itu ion saving throw, taking 88 (16d10) lightning damage

un il the next dawn. on a failed save, or half as much on a success).

1 Blue Dragon Tail. Acts as a magical whip +1. Can be 3d10 Blue Dragon Scales. No immediate use. 25 of these can be

mastercra ted (alchemist’s supplies) into a Po ion of Lightning mastercra ted (smith’s tools) into a shield that grants resistance

Immunity (grants immunity to lightning damage for 1 hour). to lightning damage while in use.

4d4 Blue Dragon Claws. Acts as a magical dagger that deals an 1 Ancient Blue Dragon Horn. Acts as a magical club +3. Can be

addi ional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a magical war pick +3 whose

mastercra ted (smith’s tools) into a magical greatsword that wielder can cast Call Lightning (save DC 17) as an ac ion once

deals an addi ional 13 (3d8) lightning damage on a hit. This per day.

lightning damage ignores lightning resistance, but not 2 Blue Dragon Eyes. When held, grants advantage on Charisma

immunity. checks made to in luence dragons. Each can be mastercra ted

2d10 Blue Dragon Fangs. Acts as a magical Shortsword that (jeweler’s tools) into an amulet that requires attunement. An

deals an addi ional 4 (1d8) lightning damage on a hit. If planted attuned creature can cast Sugges ion (save DC 20) once per day,

into fer ile soil, a ter 1d10 days the tooth will grow into an however, the target of the spell must have the Dragon tag.

armed humanoid warrior. The Warrior has the sta is ics of a In Lair: 2 Treasure Hoard 17+

Guard (MM pg. 347) except that its type is construct and it has In Lair: 5d20 Humanoid Ar isan Slaves and various

immunity to lightning damage. The warrior will attack the first monstrous minions

thing it sees, figh ing un il dead. In Lair: 1d10 – 7 Blue Dragon Eggs

D | Dragon (Blue) 19
Adult Blue Dragon (16) Young Blue Dragon (9)

dragon (nature) dragon (nature)

1 Adult Blue Dragon Skull. If a creature with at least 16 2 Blue Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 17 Wisdom and grants its wearer resistance to lightning damage.

saving throw or become frightened for 1 minute. A creature can Addi ionally, the wearer may ly up to 40 feet as part of their

repeat the saving throw at the end of each of its turns, ending move ac ion. Once this property is used, it cannot be used again

the e fect on itself on a success. If a creature's saving throw is un il the next dawn.

successful or the e fect ends for it, the creature is immune to 1 Blue Dragon Tail. Acts as a magical whip +1. Can be

this e fect for the next 24 hours. The skull can be mastercra ted mastercra ted (alchemist’s supplies) into a Po ion of Lightning

(smith’s tools and woodcarver’s tools) into one of the following Immunity (grants immunity to lightning damage for 1 hour).

items: wall trophy, warhorse barding, helmet, shield, or a ship’s 2d4 Blue Dragon Claws. Acts as a magical dagger that deals an

figurehead. The item has the following property: when a addi ional 4 (1d8) Lightning damage on a hit. 6 of these can be

creature who is hos ile to the current owner of the item is mastercra ted (smith’s tools) into a magical greatsword that

within 30 feet of the skull, they must make a DC 17 Wisdom deals an addi ional 13 (3d8) lightning damage on a hit. This

saving throw or become frightened for 1 minute. A creature can lightning damage ignores lightning resistance, but not

repeat the saving throw at the end of each of its turns, ending immunity.

the e fect on itself on a success. If a creature's saving throw is 1d10 Blue Dragon Fangs. Acts as a magical Shortsword that

successful or the e fect ends for it, the creature is immune to deals an addi ional 4 (1d8) lightning damage on a hit. If planted

this e fect for the next 24 hours. into fer ile soil, a ter 1d10 days the tooth will grow into an

2 Blue Dragon Wing. Acts as a blanket. Can be mastercra ted armed humanoid warrior. The Warrior has the sta is ics of a

(leatherworker’s tools) into a cloak that requires attunement, Guard (MM pg. 347) except that its type is construct and it has

and grants its wearer resistance to lightning damage. immunity to lightning damage. The warrior will attack the first

Addi ionally, the wearer may ly up to 40 feet as part of their thing it sees, figh ing un il dead.

move ac ion. Once this property is used, it cannot be used again 1 Strip of Blue Dragon Hide. Acts as a blanket. Can be

un il the next dawn. mastercra ted (leatherworker’s tools) into the equivalent of one

1 Blue Dragon Tail. Acts as a magical whip +1. Can be of the following: Studded Leather Armor +1, Scale Mail +1, or

mastercra ted (alchemist’s supplies) into a Po ion of Lightning Splint armor +1. Addi ionally, the armor requires attunement,

Immunity (grants immunity to lightning damage for 1 hour). and grants the attuned creature a burrow speed of 30 feet.

3d4 Blue Dragon Claws. Acts as a magical dagger that deals an 1d10 Blue Dragon Scales. No immediate use. 25 of these can be

addi ional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (smith’s tools) into a magical greatsword that to lightning damage while in use.

deals an addi ional 13 (3d8) lightning damage on a hit. This 1d2 Blue Dragon Eyes. When held, grants advantage on

lightning damage ignores lightning resistance, but not Charisma checks made to in luence dragons. Each can be

immunity. mastercra ted (jeweler’s tools) into an amulet that requires

2d10 Blue Dragon Fangs. Acts as a magical Shortsword that attunement. An attuned creature can cast Sugges ion (save DC

deals an addi ional 4 (1d8) lightning damage on a hit. If planted 20) once per day, however, the target of the spell must have the

into fer ile soil, a ter 1d10 days the tooth will grow into an Dragon tag.

armed humanoid warrior. The Warrior has the sta is ics of a In Lair: Treasure Hoard 11-16

Guard (MM pg. 347) except that its type is construct and it has In Lair: 1d20 Humanoid Ar isan Slaves and various

immunity to lightning damage. The warrior will attack the first monstrous minions

thing it sees, figh ing un il dead.


Blue Dragon Wyrmling (3)
2 Strips of Blue Dragon Hide. Acts as a blanket. Each can be

mastercra ted (leatherworker’s tools) into the equivalent of one dragon (nature)

of the following: Studded Leather Armor +1, Scale Mail +1, or


2d4 Blue Dragon Claws. Acts as a magical dagger that deals an
Splint armor +1. Addi ionally, the armor requires attunement,
addi ional 4 (1d8) Lightning damage on a hit. 6 of these can be
and grants the attuned creature a burrow speed of 30 feet.
mastercra ted (smith’s tools) into a magical greatsword that
2d10 Blue Dragon Scales. No immediate use. 25 of these can be
deals an addi ional 13 (3d8) lightning damage on a hit. This
mastercra ted (smith’s tools) into a shield that grants resistance
lightning damage ignores lightning resistance, but not
to lightning damage while in use.
immunity.
1 Adult Blue Dragon Horn. Acts as a magical club +2. Can be
1d10 Blue Dragon Scales. No immediate use. 25 of these can be
mastercra ted (smith’s tools) into a magical war pick +2.
mastercra ted (smith’s tools) into a shield that grants resistance
2 Blue Dragon Eyes. When held, grants advantage on Charisma
to lightning damage while in use.
checks made to in luence dragons. Each can be mastercra ted
In Lair: Treasure Hoard 5-10
(jeweler’s tools) into an amulet that requires attunement. An

attuned creature can cast Sugges ion (save DC 20) once per day,

however, the target of the spell must have the Dragon tag.

In Lair: Treasure Hoard 17+

In Lair: 3d20 Humanoid Ar isan Slaves and various

monstrous minions

20 D | Dragon (Blue)
Green Dragons

Ancient Green Dragon (22)

dragon (nature)

1 Ancient Green Dragon Skull. If a creature with at least 18 5 Strips of Green Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 19 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a swim speed of 30 feet, and

turns, ending the e fect on itself on a success. If a creature's the ability to breathe underwater.

saving throw is successful or the e fect ends for it, the creature 1 Ancient Green Dragon Heart. If a humanoid creature’s heart

is immune to this e fect for the next 24 hours. The skull can be is removed or damaged in some way, the dragon’s heart can be

mastercra ted (smith’s tools and woodcarver’s tools) into one of placed in the wound. This saves the creature’s life, and confers

the following items: wall trophy, warhorse barding, chariot, the following benefits: The creature’s Strength, Cons itu ion,

throne, or a ship’s figurehead. The item has the following and Charisma increase by 2, to a maximum of 22. The creature

property: when a creature who is hos ile to the current owner gains one use of the Legendary Resistance trait (once per day, if

of the item is within 30 feet of the skull, they must make a DC the creature fails a saving throw, it may choose to succeed

19 Wisdom saving throw or become frightened for 1 minute. A instead). The creature gains immunity to poison damage, a

creature can repeat the saving throw at the end of each of its lying speed equal to their walking speed, and darkvision out to

turns, ending the e fect on itself on a success. If a creature's 120 feet. Addi ionally, the creature’s alignment becomes Lawful

saving throw is successful or the e fect ends for it, the creature Evil if it wasn’t already, and they may become an NPC under

is immune to this e fect for the next 24 hours. the DM’s control.

2 Green Dragon Wing. Acts as a blanket. Can be mastercra ted 1 Ancient Green Dragon Poison Lung. Di ficult to handle, deals

(leatherworker’s tools) into a cloak that requires attunement, 9 (2d8) poison damage per round to any organic material in

and grants its wearer resistance to poison damage. contact with it. Can be mastercra ted (alchemist’s supplies) into

Addi ionally, the wearer may ly up to 40 feet as part of their a Green Dragon’s Bane Poison (if ingested, a creature must

move ac ion. Once this property is used, it cannot be used again make a DC 22 Cons itu ion saving throw, taking 77 (22d6)

un il the next dawn. poison damage on a failed save, or half as much on a success).

1 Green Dragon Tail. Acts as a magical whip +1. Can be 3d10 Green Dragon Scales. No immediate use. 25 of these can be

mastercra ted (alchemist’s supplies) into a Po ion of Poison mastercra ted (smith’s tools) into a shield that grants resistance

Immunity (grants immunity to poison damage for 1 hour). to poison damage while in use.

3d4 Green Dragon Claws. Acts as a magical dagger that deals an 3 Green Dragon Spines. Acts as a magical dagger +1. 3 of these

addi ional 4 (1d8) poison damage on a hit. 6 of these can be can be mastercra ted (smith’s tools) into a magical shortsword

mastercra ted (smith’s tools) into a magical greatsword that +3 whose wielder can cast Plant Growth as an ac ion once per

deals an addi ional 13 (3d8) poison damage on a hit. This poison day.

damage ignores poison resistance, but not immunity. In Lair: 2 Treasure Hoard 17+

2d10 Green Dragon Fangs. Acts as a magical Shortsword that In Lair: 1d20 Elven Slaves and 4d20 various monstrous

deals an addi ional 4 (1d8) poison damage on a hit. If planted minions

into fer ile soil, a ter 1d10 days the tooth will grow into an In Lair: 1d10 – 7 Green Dragon Eggs

armed humanoid warrior. The Warrior has the sta is ics of a

Guard (MM pg. 347) except that its type is construct and it has

immunity to poison damage. The warrior will attack the first

thing it sees, figh ing un il dead.

D | Dragon (Green) 21
Adult Green Dragon (15) Young Green Dragon (8)

dragon (nature) dragon (nature)

1 Adult Green Dragon Skull. If a creature with at least 15 2 Green Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 16 and grants its wearer resistance to poison damage.

Wisdom saving throw or become frightened for 1 minute. A Addi ionally, the wearer may ly up to 40 feet as part of their

creature can repeat the saving throw at the end of each of its move ac ion. Once this property is used, it cannot be used again

turns, ending the e fect on itself on a success. If a creature's un il the next dawn.

saving throw is successful or the e fect ends for it, the creature 1 Green Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Po ion of Poison

mastercra ted (smith’s tools and woodcarver’s tools) into one of Immunity (grants immunity to poison damage for 1 hour).

the following items: wall trophy, warhorse barding, helmet, 1d4 Green Dragon Claws. Acts as a magical dagger that deals an

shield, or a ship’s figurehead. The item has the following addi ional 4 (1d8) poison damage on a hit. 6 of these can be

property: when a creature who is hos ile to the current owner mastercra ted (smith’s tools) into a magical greatsword that

of the item is within 30 feet of the skull, they must make a DC deals an addi ional 13 (3d8) poison damage on a hit. This poison

16 Wisdom saving throw or become frightened for 1 minute. A damage ignores poison resistance, but not immunity.

creature can repeat the saving throw at the end of each of its 1d10 Green Dragon Fangs. Acts as a magical Shortsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 4 (1d8) poison damage on a hit. If planted

saving throw is successful or the e fect ends for it, the creature into fer ile soil, a ter 1d10 days the tooth will grow into an

is immune to this e fect for the next 24 hours. armed humanoid warrior. The Warrior has the sta is ics of a

2 Green Dragon Wing. Acts as a blanket. Can be mastercra ted Guard (MM pg. 347) except that its type is construct and it has

(leatherworker’s tools) into a cloak that requires attunement, immunity to poison damage. The warrior will attack the first

and grants its wearer resistance to poison damage. thing it sees, figh ing un il dead.

Addi ionally, the wearer may ly up to 40 feet as part of their 1 Strip of Green Dragon Hide. Acts as a blanket. Can be

move ac ion. Once this property is used, it cannot be used again mastercra ted (leatherworker’s tools) into the equivalent of one

un il the next dawn. of the following: Studded Leather Armor +1, Scale Mail +1, or

1 Green Dragon Tail. Acts as a magical whip +1. Can be Splint armor +1. Addi ionally, the armor requires attunement,

mastercra ted (alchemist’s supplies) into a Po ion of Poison and grants the attuned creature a swim speed of 30 feet, and

Immunity (grants immunity to poison damage for 1 hour). the ability to breathe underwater.

3d4 Green Dragon Claws. Acts as a magical dagger that deals an 1d10 Green Dragon Scales. No immediate use. 25 of these can be

addi ional 4 (1d8) poison damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (smith’s tools) into a magical greatsword that to poison damage while in use.

deals an addi ional 13 (3d8) poison damage on a hit. This poison 1 Green Dragon Spine. Acts as a magical dagger +1. 3 of these

damage ignores poison resistance, but not immunity. can be mastercra ted (smith’s tools) into a magical shortsword

2d10 Green Dragon Fangs. Acts as a magical Shortsword that +3 whose wielder can cast Plant Growth as an ac ion once per

deals an addi ional 4 (1d8) poison damage on a hit. If planted day.

into fer ile soil, a ter 1d10 days the tooth will grow into an In Lair: Treasure Hoard 11-16

armed humanoid warrior. The Warrior has the sta is ics of a In Lair: 1d4 Elven Slaves and 1d20 various monstrous

Guard (MM pg. 347) except that its type is construct and it has minions

immunity to poison damage. The warrior will attack the first


Green Dragon Wyrmling (2)
thing it sees, figh ing un il dead.

2 Strips of Green Dragon Hide. Acts as a blanket. Each can be dragon (nature)

mastercra ted (leatherworker’s tools) into the equivalent of one


1d4 Green Dragon Claws. Acts as a magical dagger that deals an
of the following: Studded Leather Armor +1, Scale Mail +1, or
addi ional 4 (1d8) poison damage on a hit. 6 of these can be
Splint armor +1. Addi ionally, the armor requires attunement,
mastercra ted (smith’s tools) into a magical greatsword that
and grants the attuned creature a swim speed of 30 feet, and
deals an addi ional 13 (3d8) poison damage on a hit. This poison
the ability to breathe underwater.
damage ignores poison resistance, but not immunity.
2d10 Green Dragon Scales. No immediate use. 25 of these can be
1d10 Green Dragon Scales. No immediate use. 25 of these can be
mastercra ted (smith’s tools) into a shield that grants resistance
mastercra ted (smith’s tools) into a shield that grants resistance
to poison damage while in use.
to poison damage while in use.
2 Green Dragon Spines. Acts as a magical dagger +1. 3 of these
In Lair: Treasure Hoard 5-10
can be mastercra ted (smith’s tools) into a magical shortsword

+3 whose wielder can cast Plant Growth as an ac ion once per

day.

In Lair: Treasure Hoard 17+

In Lair: 1d10 Elven Slaves and 3d20 various monstrous

minions

22 D | Dragon (Green)
Red Dragons

Ancient Red Dragon (24)

dragon (nature)

1 Ancient Red Dragon Skull. If a creature with at least 20 5 Strips of Red Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 21 Wisdom of the following: Studded Leather Armor +1, Scale Mail +1, or

saving throw or become frightened for 1 minute. A creature can Splint armor +1. Addi ionally, the armor requires attunement,

repeat the saving throw at the end of each of its turns, ending and grants the attuned creature a climb speed of 30 feet.

the e fect on itself on a success. If a creature's saving throw is 1 Ancient Red Dragon Heart. If a humanoid creature’s heart is

successful or the e fect ends for it, the creature is immune to removed or damaged in some way, the dragon’s heart can be

this e fect for the next 24 hours. The skull can be mastercra ted placed in the wound. This saves the creature’s life, and confers

(smith’s tools and woodcarver’s tools) into one of the following the following benefits: The creature’s Strength, Cons itu ion,

items: wall trophy, warhorse barding, chariot, throne, or a and Charisma increase by 2, to a maximum of 22. The creature

ship’s figurehead. The item has the following property: when a gains one use of the Legendary Resistance trait (once per day, if

creature who is hos ile to the current owner of the item is the creature fails a saving throw, it may choose to succeed

within 30 feet of the skull, they must make a DC 21 Wisdom instead). The creature gains immunity to fire damage, a lying

saving throw or become frightened for 1 minute. A creature can speed equal to their walking speed, and darkvision out to 120

repeat the saving throw at the end of each of its turns, ending feet. Addi ionally, the creature’s alignment becomes Chao ic

the e fect on itself on a success. If a creature's saving throw is Evil if it wasn’t already, and they become an NPC under the

successful or the e fect ends for it, the creature is immune to DM’s control.

this e fect for the next 24 hours. 1 Ancient Red Dragon Fire Sac. Di ficult to handle, deals 9 (2d8)

2 Red Dragon Wing. Acts as a blanket. Can be mastercra ted fire damage per round to any organic or metal material in

(leatherworker’s tools) into a cloak that requires attunement, contact with it. Can be mastercra ted (alchemist’s supplies) into

and grants its wearer resistance to fire damage. Addi ionally, a Red Dragon’s Bane Poison (if ingested, a creature must make a

the wearer may ly up to 40 feet as part of their move ac ion. DC 24 Cons itu ion saving throw, taking 91 (26d6) fire damage

Once this property is used, it cannot be used again un il the on a failed save, or half as much on a success).

next dawn. 4d10 Red Dragon Scales. No immediate use. 25 of these can be

1 Red Dragon Tail. Acts as a magical whip +1. Can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (alchemist’s supplies) into a Po ion of Fire to fire damage while in use.

Immunity (grants immunity to fire damage for 1 hour). 2 Ancient Red Dragon Horns. Acts as a magical club +3. 2 of

3d4 Red Dragon Claws. Acts as a magical dagger that deals an these can be mastercra ted (smith’s tools) into a magical

addi ional 4 (1d8) fire damage on a hit. 6 of these can be greatsword +3 whose wielder can cast Fireball (save DC 17) as

mastercra ted (smith’s tools) into a magical greatsword that an ac ion once per day.

deals an addi ional 13 (3d8) fire damage on a hit. This fire 2 Red Dragon Eyes. When held, grants advantage on Charisma

damage ignores fire resistance, but not immunity. checks made to in luence dragons. Each can be mastercra ted

2d10 Red Dragon Fangs. Acts as a magical Shortsword that deals (jeweler’s tools) into an amulet that requires attunement. An

an addi ional 4 (1d8) fire damage on a hit. If planted into fer ile attuned creature can cast Fear (save DC 20) once per day,

soil, a ter 1d10 days the tooth will grow into an armed however, the target of the spell must have the Dragon tag.

humanoid warrior. The Warrior has the sta is ics of a Guard In Lair: 3 Treasure Hoard 17+

(MM pg. 347) except that its type is construct and it has In Lair: 3d20 Humanoid slaves

immunity to fire damage. The warrior will attack the first thing In Lair: 1d10 – 7 Red Dragon Eggs

it sees, figh ing un il dead.

D | Dragon (Red) 23
Adult Red Dragon (17) Young Red Dragon (10)

dragon (nature) dragon (nature)

1 Adult Red Dragon Skull. If a creature with at least 18 Strength 2 Red Dragon Wing. Acts as a blanket. Can be mastercra ted

li ts the skull above their head as an ac ion, each creature (leatherworker’s tools) into a cloak that requires attunement,

within 120 feet of the skull must make a DC 19 Wisdom saving and grants its wearer resistance to fire damage. Addi ionally,

throw or become frightened for 1 minute. A creature can repeat the wearer may ly up to 40 feet as part of their move ac ion.

the saving throw at the end of each of its turns, ending the Once this property is used, it cannot be used again un il the

e fect on itself on a success. If a creature's saving throw is next dawn.

successful or the e fect ends for it, the creature is immune to 1 Red Dragon Tail. Acts as a magical whip +1. Can be

this e fect for the next 24 hours. The skull can be mastercra ted mastercra ted (alchemist’s supplies) into a Po ion of Fire

(smith’s tools and woodcarver’s tools) into one of the following Immunity (grants immunity to fire damage for 1 hour).

items: wall trophy, warhorse barding, helmet, shield, or a ship’s 2d4 Red Dragon Claws. Acts as a magical dagger that deals an

figurehead. The item has the following property: when a addi ional 4 (1d8) fire damage on a hit. 6 of these can be

creature who is hos ile to the current owner of the item is mastercra ted (smith’s tools) into a magical greatsword that

within 30 feet of the skull, they must make a DC 19 Wisdom deals an addi ional 13 (3d8) fire damage on a hit. This fire

saving throw or become frightened for 1 minute. A creature can damage ignores fire resistance, but not immunity.

repeat the saving throw at the end of each of its turns, ending 1d10 Red Dragon Fangs. Acts as a magical Shortsword that deals

the e fect on itself on a success. If a creature's saving throw is an addi ional 4 (1d8) fire damage on a hit. If planted into fer ile

successful or the e fect ends for it, the creature is immune to soil, a ter 1d10 days the tooth will grow into an armed

this e fect for the next 24 hours. humanoid warrior. The Warrior has the sta is ics of a Guard

2 Red Dragon Wing. Acts as a blanket. Can be mastercra ted (MM pg. 347) except that its type is construct and it has

(leatherworker’s tools) into a cloak that requires attunement, immunity to fire damage. The warrior will attack the first thing

and grants its wearer resistance to fire damage. Addi ionally, it sees, figh ing un il dead.

the wearer may ly up to 40 feet as part of their move ac ion. 1 Strip of Red Dragon Hide. Acts as a blanket. Can be

Once this property is used, it cannot be used again un il the mastercra ted (leatherworker’s tools) into the equivalent of one

next dawn. of the following: Studded Leather Armor +1, Scale Mail +1, or

1 Red Dragon Tail. Acts as a magical whip +1. Can be Splint armor +1. Addi ionally, the armor requires attunement,

mastercra ted (alchemist’s supplies) into a Po ion of Fire and grants the attuned creature a climb speed of 30 feet.

Immunity (grants immunity to fire damage for 1 hour). 2d10 Red Dragon Scales. No immediate use. 25 of these can be

2d4 Red Dragon Claws. Acts as a magical dagger that deals an mastercra ted (smith’s tools) into a shield that grants resistance

addi ional 4 (1d8) fire damage on a hit. 6 of these can be to fire damage while in use.

mastercra ted (smith’s tools) into a magical greatsword that 1d2 Young Red Dragon Horns. Acts as a magical club +1. 2 of

deals an addi ional 13 (3d8) fire damage on a hit. This fire these can be mastercra ted (smith’s tools) into a magical

damage ignores fire resistance, but not immunity. greatsword +1.

2d10 Red Dragon Fangs. Acts as a magical Shortsword that deals In Lair: Treasure Hoard 11-16

an addi ional 4 (1d8) fire damage on a hit. If planted into fer ile In Lair: 1d10 Humanoid slaves

soil, a ter 1d10 days the tooth will grow into an armed
Red Dragon Wyrmling (4)
humanoid warrior. The Warrior has the sta is ics of a Guard

(MM pg. 347) except that its type is construct and it has dragon (nature)

immunity to fire damage. The warrior will attack the first thing
2d4 Red Dragon Claws. Acts as a magical dagger that deals an
it sees, figh ing un il dead.
addi ional 4 (1d8) fire damage on a hit. 6 of these can be
2 Strips of Red Dragon Hide. Acts as a blanket. Each can be
mastercra ted (smith’s tools) into a magical greatsword that
mastercra ted (leatherworker’s tools) into the equivalent of one
deals an addi ional 13 (3d8) fire damage on a hit. This fire
of the following: Studded Leather Armor +1, Scale Mail +1, or
damage ignores fire resistance, but not immunity.
Splint armor +1. Addi ionally, the armor requires attunement,
2d10 Red Dragon Scales. No immediate use. 25 of these can be
and grants the attuned creature a climb speed of 30 feet.
mastercra ted (smith’s tools) into a shield that grants resistance
3d10 Red Dragon Scales. No immediate use. 25 of these can be
to fire damage while in use.
mastercra ted (smith’s tools) into a shield that grants resistance
In Lair: Treasure Hoard 5-10
to fire damage while in use.
In Lair: 1d4 Humanoid slaves
2 Adult Red Dragon Horns. Acts as a magical club +2. 2 of these

can be mastercra ted (smith’s tools) into a magical greatsword

+2.

2 Red Dragon Eyes. When held, grants advantage on Charisma

checks made to in luence dragons. Each can be mastercra ted

(jeweler’s tools) into an amulet that requires attunement. An

attuned creature can cast Fear (save DC 20) once per day,

however, the target of the spell must have the Dragon tag.

In Lair: Treasure Hoard 17+

In Lair: 1d20 Humanoid slaves

24 D | Dragon (Red)
White Dragons

Ancient White Dragon (20)

dragon (nature)

1 Ancient White Dragon Skull. If a creature with at least 15 5 Strips of White Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 16 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a burrow speed of 30 feet and

turns, ending the e fect on itself on a success. If a creature's the ability to move through di ficult terrain composed of ice

saving throw is successful or the e fect ends for it, the creature and snow without expending extra movement.

is immune to this e fect for the next 24 hours. The skull can be 1 Ancient White Dragon Heart. If a humanoid creature’s heart

mastercra ted (smith’s tools and woodcarver’s tools) into one of is removed or damaged in some way, the dragon’s heart can be

the following items: wall trophy, warhorse barding, chariot, placed in the wound. This saves the creature’s life, and confers

throne, or a ship’s figurehead. The item has the following the following benefits: The creature’s Strength, Cons itu ion,

property: when a creature who is hos ile to the current owner and Charisma increase by 2, to a maximum of 22. The creature

of the item is within 30 feet of the skull, they must make a DC gains one use of the Legendary Resistance trait (once per day, if

16 Wisdom saving throw or become frightened for 1 minute. A the creature fails a saving throw, it may choose to succeed

creature can repeat the saving throw at the end of each of its instead). The creature gains immunity to cold damage, a lying

turns, ending the e fect on itself on a success. If a creature's speed equal to their walking speed, and darkvision out to 120

saving throw is successful or the e fect ends for it, the creature feet. Addi ionally, the creature’s alignment becomes Chao ic

is immune to this e fect for the next 24 hours. Evil if it wasn’t already, and they become an NPC under the

2 White Dragon Wing. Acts as a blanket. Can be mastercra ted DM’s control.

(leatherworker’s tools) into a cloak that requires attunement, 1 Ancient White Dragon Ice Gland. Di ficult to handle, deals 9

and grants its wearer resistance to cold damage. Addi ionally, (2d8) cold damage per round to any organic material in contact

the wearer may ly up to 40 feet as part of their move ac ion. with it. Can be mastercra ted (alchemist’s supplies) into a White

Once this property is used, it cannot be used again un il the Dragon’s Bane Poison (if ingested, a creature must make a DC

next dawn. 22 Cons itu ion saving throw, taking 72 (16d8) cold damage on a

1 White Dragon Tail. Acts as a magical whip +1. Can be failed save, or half as much on a success).

mastercra ted (alchemist’s supplies) into a Po ion of Cold 3d10 White Dragon Scales. No immediate use. 25 of these can be

Immunity (grants immunity to cold damage for 1 hour). mastercra ted (smith’s tools) into a shield that grants resistance

3d4 White Dragon Claws. Acts as a magical dagger that deals an to cold damage while in use.

addi ional 4 (1d8) cold damage on a hit. 6 of these can be 1 Ancient White Dragon Frond. Acts as a magical handaxe +3.

mastercra ted (smith’s tools) into a magical greatsword that Can be mastercra ted (smith’s tools) into a magical glaive +3

deals an addi ional 13 (3d8) cold damage on a hit. This cold whose wielder can cast Sleet Storm (save DC 17) as an ac ion

damage ignores cold resistance, but not immunity. once per day.

2d10 White Dragon Fangs. Acts as a magical Shortsword that In Lair: 2 Treasure Hoard 17+

deals an addi ional 4 (1d8) cold damage on a hit. If planted into In Lair: 5d20 Monster Corpse Trophies

fer ile soil, a ter 1d10 days the tooth will grow into an armed In Lair: 1d10 – 7 White Dragon Eggs

humanoid warrior. The Warrior has the sta is ics of a Guard

(MM pg. 347) except that its type is construct and it has

immunity to cold damage. The warrior will attack the first

thing it sees, figh ing un il dead.

D | Dragon (White) 25
Adult White Dragon (13) Young White Dragon (6)

dragon (nature) dragon (nature)

1 Adult White Dragon Skull. If a creature with at least 13 2 White Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 14 and grants its wearer resistance to cold damage. Addi ionally,

Wisdom saving throw or become frightened for 1 minute. A the wearer may ly up to 40 feet as part of their move ac ion.

creature can repeat the saving throw at the end of each of its Once this property is used, it cannot be used again un il the

turns, ending the e fect on itself on a success. If a creature's next dawn.

saving throw is successful or the e fect ends for it, the creature 1 White Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Po ion of Cold

mastercra ted (smith’s tools and woodcarver’s tools) into one of Immunity (grants immunity to cold damage for 1 hour).

the following items: wall trophy, warhorse barding, helmet, 1d4 White Dragon Claws. Acts as a magical dagger that deals an

shield, or a ship’s figurehead. The item has the following addi ional 4 (1d8) cold damage on a hit. 6 of these can be

property: when a creature who is hos ile to the current owner mastercra ted (smith’s tools) into a magical greatsword that

of the item is within 30 feet of the skull, they must make a DC deals an addi ional 13 (3d8) cold damage on a hit. This cold

14 Wisdom saving throw or become frightened for 1 minute. A damage ignores cold resistance, but not immunity.

creature can repeat the saving throw at the end of each of its 1d10 White Dragon Fangs. Acts as a magical Shortsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 4 (1d8) cold damage on a hit. If planted into

saving throw is successful or the e fect ends for it, the creature fer ile soil, a ter 1d10 days the tooth will grow into an armed

is immune to this e fect for the next 24 hours. humanoid warrior. The Warrior has the sta is ics of a Guard

2 White Dragon Wing. Acts as a blanket. Can be mastercra ted (MM pg. 347) except that its type is construct and it has

(leatherworker’s tools) into a cloak that requires attunement, immunity to cold damage. The warrior will attack the first

and grants its wearer resistance to cold damage. Addi ionally, thing it sees, figh ing un il dead.

the wearer may ly up to 40 feet as part of their move ac ion. 1 Strip of White Dragon Hide. Acts as a blanket. Can be

Once this property is used, it cannot be used again un il the mastercra ted (leatherworker’s tools) into the equivalent of one

next dawn. of the following: Studded Leather Armor +1, Scale Mail +1, or

1 White Dragon Tail. Acts as a magical whip +1. Can be Splint armor +1. Addi ionally, the armor requires attunement,

mastercra ted (alchemist’s supplies) into a Po ion of Cold and grants the attuned creature a burrow speed of 30 feet and

Immunity (grants immunity to cold damage for 1 hour). the ability to move through di ficult terrain composed of ice

2d4 White Dragon Claws. Acts as a magical dagger that deals an and snow without expending extra movement.

addi ional 4 (1d8) cold damage on a hit. 6 of these can be 1d10 White Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a magical greatsword that mastercra ted (smith’s tools) into a shield that grants resistance

deals an addi ional 13 (3d8) cold damage on a hit. This cold to cold damage while in use.

damage ignores cold resistance, but not immunity. In Lair. Treasure Hoard 11-16

1d10 White Dragon Fangs. Acts as a magical Shortsword that In Lair. 1d20 Monster Corpse Trophies

deals an addi ional 4 (1d8) cold damage on a hit. If planted into


White Dragon Wyrmling (2)
fer ile soil, a ter 1d10 days the tooth will grow into an armed

humanoid warrior. The Warrior has the sta is ics of a Guard dragon (nature)

(MM pg. 347) except that its type is construct and it has
1d4 White Dragon Claws. Acts as a magical dagger that deals an
immunity to cold damage. The warrior will attack the first
addi ional 4 (1d8) cold damage on a hit. 6 of these can be
thing it sees, figh ing un il dead.
mastercra ted (smith’s tools) into a magical greatsword that
2 Strips of White Dragon Hide. Acts as a blanket. Each can be
deals an addi ional 13 (3d8) cold damage on a hit. This cold
mastercra ted (leatherworker’s tools) into the equivalent of one
damage ignores cold resistance, but not immunity.
of the following: Studded Leather Armor +1, Scale Mail +1, or
1d10 White Dragon Scales. No immediate use. 25 of these can be
Splint armor +1. Addi ionally, the armor requires attunement,
mastercra ted (smith’s tools) into a shield that grants resistance
and grants the attuned creature a burrow speed of 30 feet and
to cold damage while in use.
the ability to move through di ficult terrain composed of ice
In Lair: Treasure Hoard 5-10
and snow without expending extra movement.

2d10 White Dragon Scales. No immediate use. 25 of these can

be mastercra ted (smith’s tools) into a shield that grants

resistance to cold damage while in use.

1 Adult White Dragon Frond. Acts as a magical handaxe +2. Can

be mastercra ted (smith’s tools) into a magical glaive +2.

In Lair: Treasure Hoard 17+

In Lair: 3d20 Monster Corpse Trophies

26 D | Dragon (White)
Brass Dragons

Ancient Brass Dragon (20)

dragon (nature)

1 Ancient Brass Dragon Skull. If a creature with at least 17 5 Strips of Brass Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 18 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a burrow speed of 30 feet.

turns, ending the e fect on itself on a success. If a creature's 1 Ancient Brass Dragon Heart. If a humanoid creature’s heart is

saving throw is successful or the e fect ends for it, the creature removed or damaged in some way, the dragon’s heart can be

is immune to this e fect for the next 24 hours. The skull can be placed in the wound. This saves the creature’s life, and confers

mastercra ted (smith’s tools and woodcarver’s tools) into one of the following benefits: The creature’s Strength, Cons itu ion,

the following items: wall trophy, warhorse barding, chariot, and Charisma increase by 2, to a maximum of 22. The creature

throne, or a ship’s figurehead. The item has the following gains one use of the Legendary Resistance trait (once per day, if

property: when a creature who is hos ile to the current owner the creature fails a saving throw, it may choose to succeed

of the item is within 30 feet of the skull, they must make a DC instead). The creature gains immunity to fire damage, a lying

18 Wisdom saving throw or become frightened for 1 minute. A speed equal to their walking speed, and darkvision out to 120

creature can repeat the saving throw at the end of each of its feet. Addi ionally, the creature’s alignment becomes Chao ic

turns, ending the e fect on itself on a success. If a creature's Good if it wasn’t already, and they may become an NPC under

saving throw is successful or the e fect ends for it, the creature the party’s control.

is immune to this e fect for the next 24 hours. 1 Ancient Brass Dragon Fire Sac. Di ficult to handle, deals 9

2 Brass Dragon Wing. Acts as a blanket. Can be mastercra ted (2d8) fire damage per round to any organic material in contact

(leatherworker’s tools) into a cloak that requires attunement, with it. Can be mastercra ted (alchemist’s supplies) into a Brass

and grants its wearer resistance to fire damage. Addi ionally, Dragon’s Bane Poison (if ingested, a creature must make a DC

the wearer may ly up to 40 feet as part of their move ac ion. 21 Cons itu ion saving throw, taking 56 (16d6) fire damage on a

Once this property is used, it cannot be used again un il the failed save, or half as much on a success).

next dawn. 1 Vial of Ancient Brass Dragon Sleep Salve. When applied to

1 Brass Dragon Tail. Acts as a magical whip +1. Can be the skin of a creature, the creature must make a DC 21

mastercra ted (alchemist’s supplies) into a Poison of Fire Cons itu ion saving throw or fall unconscious for 10 minutes.

Vulnerability (when ingested, imposes vulnerability to fire This e fect ends for a creature if the creature takes damage or

damage for 1 hour. If the creature has resistance to fire damage, someone uses an ac ion to wake it. Can be mastercra ted

it loses that resistance. Creatures immune to fire damage are (alchemist’s supplies) into a Po ion of Polymorph (allows the

not a fected). drinker to change shape as though they had cast the Polymorph

2d4 Brass Dragon Claws. Acts as a magical dagger that deals an spell).

addi ional 4 (1d8) fire damage on a hit. 6 of these can be 3d10 Brass Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a magical greatsword that mastercra ted (smith’s tools) into a shield that grants resistance

deals an addi ional 13 (3d8) fire damage on a hit. This fire to fire damage while in use.

damage ignores fire resistance, but not immunity. 1 Ancient Brass Dragon Frill. Acts as a magical sling +3. Can be

2d10 Brass Dragon Fangs. Acts as a magical Shortsword that mastercra ted (smith’s tools) into a magical heavy crossbow +3

deals an addi ional 4 (1d8) fire damage on a hit. If planted into whose wielder can cast Gust of Wind (save DC 17) as an ac ion

fer ile soil, a ter 1d10 days the tooth will grow into an armed once per day.

humanoid warrior. The Warrior has the sta is ics of a Guard In Lair: 2 Treasure Hoard 17+

(MM pg. 347) except that its type is construct and it has In Lair: 1d20 Talka ive Humanoid Ser vants

immunity to fire damage. The warrior will obey a single In Lair: 1d10 – 7 Brass Dragon Eggs

command of the creature that planted it, following that

command to the best of its ability un il dead.

D | Dragon (Brass) 27
Adult Brass Dragon (13) Young Brass Dragon (6)

dragon (nature) dragon (nature)

1 Adult Brass Dragon Skull. : If a creature with at least 15 1d2 Brass Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 16 and grants its wearer resistance to fire damage. Addi ionally,

Wisdom saving throw or become frightened for 1 minute. A the wearer may ly up to 40 feet as part of their move ac ion.

creature can repeat the saving throw at the end of each of its Once this property is used, it cannot be used again un il the

turns, ending the e fect on itself on a success. If a creature's next dawn.

saving throw is successful or the e fect ends for it, the creature 1 Brass Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Poison of Fire

mastercra ted (smith’s tools and woodcarver’s tools) into one of Vulnerability (when ingested, imposes vulnerability to fire

the following items: wall trophy, warhorse barding, helmet, damage for 1 hour. If the creature has resistance to fire damage,

shield, or a ship’s figurehead. The item has the following it loses that resistance. Creatures immune to fire damage are

property: when a creature who is hos ile to the current owner not a fected).

of the item is within 30 feet of the skull, they must make a DC 1d4 Brass Dragon Claws. Acts as a magical dagger that deals an

16 Wisdom saving throw or become frightened for 1 minute. A addi ional 4 (1d8) fire damage on a hit. 6 of these can be

creature can repeat the saving throw at the end of each of its mastercra ted (smith’s tools) into a magical greatsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 13 (3d8) fire damage on a hit. This fire

saving throw is successful or the e fect ends for it, the creature damage ignores fire resistance, but not immunity.

is immune to this e fect for the next 24 hours. 1d10 Brass Dragon Fangs. Acts as a magical Shortsword that

2 Brass Dragon Wing. Acts as a blanket. Can be mastercra ted deals an addi ional 4 (1d8) fire damage on a hit. If planted into

(leatherworker’s tools) into a cloak that requires attunement, fer ile soil, a ter 1d10 days the tooth will grow into an armed

and grants its wearer resistance to fire damage. Addi ionally, humanoid warrior. The Warrior has the sta is ics of a Guard

the wearer may ly up to 40 feet as part of their move ac ion. (MM pg. 347) except that its type is construct and it has

Once this property is used, it cannot be used again un il the immunity to fire damage. The warrior will obey a single

next dawn. command of the creature that planted it, following that

1 Brass Dragon Tail. Acts as a magical whip +1. Can be command to the best of its ability un il dead.

mastercra ted (alchemist’s supplies) into a Poison of Fire 1 Strip of Brass Dragon Hide. Acts as a blanket. Can be

Vulnerability (when ingested, imposes vulnerability to fire mastercra ted (leatherworker’s tools) into the equivalent of one

damage for 1 hour. If the creature has resistance to fire damage, of the following: Studded Leather Armor +1, Scale Mail +1, or

it loses that resistance. Creatures immune to fire damage are Splint armor +1. Addi ionally, the armor requires attunement,

not a fected). and grants the attuned creature a burrow speed of 30 feet.

2d4 Brass Dragon Claws. Acts as a magical dagger that deals an 1d10 Brass Dragon Scales: No immediate use. 25 of these can be

addi ional 4 (1d8) fire damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (smith’s tools) into a magical greatsword that to fire damage while in use.

deals an addi ional 13 (3d8) fire damage on a hit. This fire In Lair: Treasure Hoard 11-16

damage ignores fire resistance, but not immunity. In Lair: 1d8 Talka ive Humanoid Ser vants

2d10 Brass Dragon Fangs. Acts as a magical Shortsword that


Wyrmling Brass Dragon (1)
deals an addi ional 4 (1d8) fire damage on a hit. If planted into

fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)

humanoid warrior. The Warrior has the sta is ics of a Guard


1d4 Brass Dragon Claws. Acts as a magical dagger that deals an
(MM pg. 347) except that its type is construct and it has
addi ional 4 (1d8) fire damage on a hit. 6 of these can be
immunity to fire damage. The warrior will obey a single
mastercra ted (smith’s tools) into a magical greatsword that
command of the creature that planted it, following that
deals an addi ional 13 (3d8) fire damage on a hit. This fire
command to the best of its ability un il dead.
damage ignores fire resistance, but not immunity.
2 Strips of Brass Dragon Hide. Acts as a blanket. Each can be
In Lair: Treasure Hoard 5-10
mastercra ted (leatherworker’s tools) into the equivalent of one

of the following: Studded Leather Armor +1, Scale Mail +1, or

Splint armor +1. Addi ionally, the armor requires attunement,

and grants the attuned creature a burrow speed of 30 feet.

2d10 Brass Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a shield that grants resistance

to fire damage while in use.

1 Adult Brass Dragon Frill. Acts as a magical sling +2. Can be

mastercra ted (smith’s tools) into a magical heavy crossbow +2.

In Lair: Treasure Hoard 17+

In Lair: 1d12 Talka ive Humanoid Ser vants

28 D | Dragon (Brass)
Bronze Dragons

Ancient Bronze Dragon

dragon (nature)

1 Ancient Bronze Dragon Skull. If a creature with at least 19 5 Strips of Bronze Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 20 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a swim speed of 30 feet and the

turns, ending the e fect on itself on a success. If a creature's ability to breathe underwater.

saving throw is successful or the e fect ends for it, the creature 1 Ancient Bronze Dragon Heart. If a humanoid creature’s heart

is immune to this e fect for the next 24 hours. The skull can be is removed or damaged in some way, the dragon’s heart can be

mastercra ted (smith’s tools and woodcarver’s tools) into one of placed in the wound. This saves the creature’s life, and confers

the following items: wall trophy, warhorse barding, chariot, the following benefits: The creature’s Strength, Cons itu ion,

throne, or a ship’s figurehead. The item has the following and Charisma increase by 2, to a maximum of 22. The creature

property: when a creature who is hos ile to the current owner gains one use of the Legendary Resistance trait (once per day, if

of the item is within 30 feet of the skull, they must make a DC the creature fails a saving throw, it may choose to succeed

20 Wisdom saving throw or become frightened for 1 minute. A instead). The creature gains immunity to lightning damage, a

creature can repeat the saving throw at the end of each of its lying speed equal to their walking speed, and darkvision out to

turns, ending the e fect on itself on a success. If a creature's 120 feet. Addi ionally, the creature’s alignment becomes Lawful

saving throw is successful or the e fect ends for it, the creature Good if it wasn’t already, and they may become an NPC under

is immune to this e fect for the next 24 hours. the party’s control.

2 Bronze Dragon Wing. Acts as a blanket. Can be mastercra ted 1 Ancient Bronze Dragon Lightning Organ. Di ficult to handle,

(leatherworker’s tools) into a cloak that requires attunement, deals 9 (2d8) lightning damage per round to any organic

and grants its wearer resistance to lightning damage. material in contact with it or any metal object holding it. Can

Addi ionally, the wearer may ly up to 40 feet as part of their be mastercra ted (alchemist’s supplies) into a Bronze Dragon’s

move ac ion. Once this property is used, it cannot be used again Bane Poison (if ingested, a creature must make a DC 23

un il the next dawn. Cons itu ion saving throw, taking 88 (16d10) lightning damage

1 Bronze Dragon Tail. Acts as a magical whip +1. Can be on a failed save, or half as much on a success).

mastercra ted (alchemist’s supplies) into a Poison of Lightning 1 Vial of Ancient Bronze Dragon Repulsion Salve. Can be

Vulnerability (when ingested, imposes vulnerability to thrown at a creature as an improvised weapon. On a hit, the

lightning damage for 1 hour. If the creature has resistance to vial breaks with a loud bang audible within 300 feet and the

lightning damage, it loses that resistance. Creatures immune to creature must make a DC 23 Strength saving throw or be

lightning damage are not a fected). pushed 60 feet away from the attacker. Can be mastercra ted

3d4 Bronze Dragon Claws. Acts as a magical dagger that deals (alchemist’s supplies) into a Po ion of Polymorph (allows the

an addi ional 4 (1d8) lightning damage on a hit. 6 of these can drinker to change shape as though they had cast the Polymorph

be mastercra ted (smith’s tools) into a magical greatsword that spell).

deals an addi ional 13 (3d8) lightning damage on a hit. This 3d10 Bronze Dragon Scales. No immediate use. 25 of these can

lightning damage ignores lightning resistance, but not be mastercra ted (smith’s tools) into a shield that grants

immunity. resistance to lightning damage while in use.

2d10 Bronze Dragon Fangs. Acts as a magical Shortsword that 2 Ancient Bronze Dragon Horns. Acts as a magical club +3. 2 of

deals an addi ional 4 (1d8) lightning damage on a hit. If planted these can be mastercra ted (smith’s tools) into a magical

into fer ile soil, a ter 1d10 days the tooth will grow into an warhammer +3 whose wielder can cast Thunderwave as a 3rd

armed humanoid warrior. The Warrior has the sta is ics of a level spell (save DC 17) as an ac ion once per day.

Guard (MM pg. 347) except that its type is construct and it has In Lair: 2 Treasure Hoard 17+

immunity to lightning damage. The warrior will obey a single In Lair: 1d20 Diploma ic Humanoid Ser vants

command of the creature that planted it, following that In Lair: 1d10 – 7 Bronze Dragon Eggs

command to the best of its ability un il dead.

D | Dragon (Bronze) 29
Adult Bronze Dragon (15) Young Bronze Dragon (8)

dragon (nature) dragon (nature)

1 Adult Bronze Dragon Skull. If a creature with at least 16 2 Bronze Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 17 Wisdom and grants its wearer resistance to lightning damage.

saving throw or become frightened for 1 minute. A creature can Addi ionally, the wearer may ly up to 40 feet as part of their

repeat the saving throw at the end of each of its turns, ending move ac ion. Once this property is used, it cannot be used again

the e fect on itself on a success. If a creature's saving throw is un il the next dawn.

successful or the e fect ends for it, the creature is immune to 1 Bronze Dragon Tail. Acts as a magical whip +1. Can be

this e fect for the next 24 hours. The skull can be mastercra ted mastercra ted (alchemist’s supplies) into a Poison of Lightning

(smith’s tools and woodcarver’s tools) into one of the following Vulnerability (when ingested, imposes vulnerability to

items: wall trophy, warhorse barding, helmet, shield, or a ship’s lightning damage for 1 hour. If the creature has resistance to

figurehead. The item has the following property: when a lightning damage, it loses that resistance. Creatures immune to

creature who is hos ile to the current owner of the item is lightning damage are not a fected).

within 30 feet of the skull, they must make a DC 17 Wisdom 1d4 Bronze Dragon Claws. Acts as a magical dagger that deals

saving throw or become frightened for 1 minute. A creature can an addi ional 4 (1d8) lightning damage on a hit. 6 of these can

repeat the saving throw at the end of each of its turns, ending be mastercra ted (smith’s tools) into a magical greatsword that

the e fect on itself on a success. If a creature's saving throw is deals an addi ional 13 (3d8) lightning damage on a hit. This

successful or the e fect ends for it, the creature is immune to lightning damage ignores lightning resistance, but not

this e fect for the next 24 hours. immunity.

2 Bronze Dragon Wing. Acts as a blanket. Can be mastercra ted 1d10 Bronze Dragon Fangs. Acts as a magical Shortsword that

(leatherworker’s tools) into a cloak that requires attunement, deals an addi ional 4 (1d8) lightning damage on a hit. If planted

and grants its wearer resistance to lightning damage. into fer ile soil, a ter 1d10 days the tooth will grow into an

Addi ionally, the wearer may ly up to 40 feet as part of their armed humanoid warrior. The Warrior has the sta is ics of a

move ac ion. Once this property is used, it cannot be used again Guard (MM pg. 347) except that its type is construct and it has

un il the next dawn. immunity to lightning damage. The warrior will obey a single

1 Bronze Dragon Tail. Acts as a magical whip +1. Can be command of the creature that planted it, following that

mastercra ted (alchemist’s supplies) into a Poison of Lightning command to the best of its ability un il dead.

Vulnerability (when ingested, imposes vulnerability to 1 Strip of Bronze Dragon Hide. Acts as a blanket. Each can be

lightning damage for 1 hour. If the creature has resistance to mastercra ted (leatherworker’s tools) into the equivalent of one

lightning damage, it loses that resistance. Creatures immune to of the following: Studded Leather Armor +1, Scale Mail +1, or

lightning damage are not a fected). Splint armor +1. Addi ionally, the armor requires attunement,

2d4 Bronze Dragon Claws. Acts as a magical dagger that deals and grants the attuned creature a swim speed of 30 feet and the

an addi ional 4 (1d8) lightning damage on a hit. 6 of these can ability to breathe underwater.

be mastercra ted (smith’s tools) into a magical greatsword that 1d10 Bronze Dragon Scales. No immediate use. 25 of these can

deals an addi ional 13 (3d8) lightning damage on a hit. This be mastercra ted (smith’s tools) into a shield that grants

lightning damage ignores lightning resistance, but not resistance to lightning damage while in use.

immunity. 1d2 Young Bronze Dragon Horns. Acts as a magical club +1. 2 of

2d10 Bronze Dragon Fangs. Acts as a magical Shortsword that these can be mastercra ted (smith’s tools) into a magical

deals an addi ional 4 (1d8) lightning damage on a hit. If planted warhammer +1.

into fer ile soil, a ter 1d10 days the tooth will grow into an In Lair: Treasure Hoard 11-16

armed humanoid warrior. The Warrior has the sta is ics of a In Lair: 1d8 Diploma ic Humanoid Ser vants

Guard (MM pg. 347) except that its type is construct and it has
Wyrmling Bronze Dragon (2)
immunity to lightning damage. The warrior will obey a single

command of the creature that planted it, following that dragon (nature)

command to the best of its ability un il dead.


1d4 Bronze Dragon Claws. Acts as a magical dagger that deals
2 Strips of Bronze Dragon Hide. Acts as a blanket. Each can be
an addi ional 4 (1d8) lightning damage on a hit. 6 of these can
mastercra ted (leatherworker’s tools) into the equivalent of one
be mastercra ted (smith’s tools) into a magical greatsword that
of the following: Studded Leather Armor +1, Scale Mail +1, or
deals an addi ional 13 (3d8) lightning damage on a hit. This
Splint armor +1. Addi ionally, the armor requires attunement,
lightning damage ignores lightning resistance, but not
and grants the attuned creature a swim speed of 30 feet and the
immunity.
ability to breathe underwater.
1d10 Bronze Dragon Scales. No immediate use. 25 of these can
3d10 Bronze Dragon Scales. No immediate use. 25 of these can
be mastercra ted (smith’s tools) into a shield that grants
be mastercra ted (smith’s tools) into a shield that grants
resistance to lightning damage while in use.
resistance to lightning damage while in use.
In Lair: Treasure Hoard 5-10
2 Adult Bronze Dragon Horns. Acts as a magical club +2. 2 of

these can be mastercra ted (smith’s tools) into a magical

warhammer +2.

In Lair: Treasure Hoard 17+

In Lair: 1d12 Diploma ic Humanoid Ser vants

30 D | Dragon (Bronze)
Copper Dragon

Ancient Copper Dragon (21)

dragon (nature)

1 Ancient Copper Dragon Skull. If a creature with at least 18 5 Strips of Copper Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 19 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a climb speed of 30 feet.

turns, ending the e fect on itself on a success. If a creature's 1 Ancient Copper Dragon Heart. If a humanoid creature’s heart

saving throw is successful or the e fect ends for it, the creature is removed or damaged in some way, the dragon’s heart can be

is immune to this e fect for the next 24 hours. The skull can be placed in the wound. This saves the creature’s life, and confers

mastercra ted (smith’s tools and woodcarver’s tools) into one of the following benefits: The creature’s Strength, Cons itu ion,

the following items: wall trophy, warhorse barding, chariot, and Charisma increase by 2, to a maximum of 22. The creature

throne, or a ship’s figurehead. The item has the following gains one use of the Legendary Resistance trait (once per day, if

property: when a creature who is hos ile to the current owner the creature fails a saving throw, it may choose to succeed

of the item is within 30 feet of the skull, they must make a DC instead). The creature gains immunity to acid damage, a lying

19 Wisdom saving throw or become frightened for 1 minute. A speed equal to their walking speed, and darkvision out to 120

creature can repeat the saving throw at the end of each of its feet. Addi ionally, the creature’s alignment becomes Chao ic

turns, ending the e fect on itself on a success. If a creature's Good if it wasn’t already, and they may become an NPC under

saving throw is successful or the e fect ends for it, the creature the party’s control.

is immune to this e fect for the next 24 hours. 1 Ancient Copper Dragon Acid Pouch. Di ficult to handle, deals

2 Copper Dragon Wing. Acts as a blanket. Can be mastercra ted 9 (2d8) acid damage per round to any organic material in

(leatherworker’s tools) into a cloak that requires attunement, contact with it. Can be mastercra ted (alchemist’s supplies) into

and grants its wearer resistance to acid damage. Addi ionally, a Copper Dragon’s Bane Poison (if ingested, a creature must

the wearer may ly up to 40 feet as part of their move ac ion. make a DC 22 Cons itu ion saving throw, taking 63 (14d8) acid

Once this property is used, it cannot be used again un il the damage on a failed save, or half as much on a success).

next dawn. 1 Vial of Ancient Copper Dragon Slowing Salve. When applied

1 Copper Dragon Tail. Acts as a magical whip +1. Can be to the skin of a creature, the creature must succeed on a DC 22

mastercra ted (alchemist’s supplies) into a Poison of Acid Cons itu ion saving throw. On a failed save, the creature can't

Vulnerability (when ingested, imposes vulnerability to acid use reac ions, its speed is halved, and it can't make more than

damage for 1 hour. If the creature has resistance to acid one attack on its turn. In addi ion, the creature can use either

damage, it loses that resistance. Creatures immune to acid an ac ion or a bonus ac ion on its turn, but not both. These

damage are not a fected). e fects last for 1 minute. The creature can repeat the saving

3d4 Copper Dragon Claws. Acts as a magical dagger that deals throw at the end of each of its turns, ending the e fect on itself

an addi ional 4 (1d8) acid damage on a hit. 6 of these can be with a successful save. Can be mastercra ted (alchemist’s

mastercra ted (smith’s tools) into a magical greatsword that supplies) into a Po ion of Polymorph (allows the drinker to

deals an addi ional 13 (3d8) acid damage on a hit. This acid change shape as though they had cast the Polymorph spell).

damage ignores acid resistance, but not immunity. 3d10 Copper Dragon Scales. No immediate use. 25 of these can

2d10 Copper Dragon Fangs. Acts as a magical Shortsword that be mastercra ted (smith’s tools) into a shield that grants

deals an addi ional 4 (1d8) acid damage on a hit. If planted into resistance to acid damage while in use.

fer ile soil, a ter 1d10 days the tooth will grow into an armed 1 Ancient Copper Dragon Frond. Acts as a magical handaxe +3.

humanoid warrior. The Warrior has the sta is ics of a Guard Can be mastercra ted (smith’s tools) into a magical scimitar +3

(MM pg. 347) except that its type is construct and it has whose wielder can cast Spike Growth (save DC 17) as an ac ion

immunity to acid damage. The warrior will obey a single once per day.

command of the creature that planted it, following that In Lair: 2 Treasure Hoard 17+

command to the best of its ability un il dead. In Lair: 1d20 Bardic Humanoid Ser vants

In Lair: 1d10 – 7 Copper Dragon Eggs

D | Dragon (Copper) 31
Adult Copper Dragon (14) Young Copper Dragon (7)

dragon (nature) dragon (nature)

1 Adult Copper Dragon Skull. If a creature with at least 15 2 Copper Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 16 and grants its wearer resistance to acid damage. Addi ionally,

Wisdom saving throw or become frightened for 1 minute. A the wearer may ly up to 40 feet as part of their move ac ion.

creature can repeat the saving throw at the end of each of its Once this property is used, it cannot be used again un il the

turns, ending the e fect on itself on a success. If a creature's next dawn.

saving throw is successful or the e fect ends for it, the creature 1 Copper Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Poison of Acid

mastercra ted (smith’s tools and woodcarver’s tools) into one of Vulnerability (when ingested, imposes vulnerability to acid

the following items: wall trophy, warhorse barding, helmet, damage for 1 hour. If the creature has resistance to acid

shield, or a ship’s figurehead. The item has the following damage, it loses that resistance. Creatures immune to acid

property: when a creature who is hos ile to the current owner damage are not a fected).

of the item is within 30 feet of the skull, they must make a DC 1d4 Copper Dragon Claws. Acts as a magical dagger that deals

16 Wisdom saving throw or become frightened for 1 minute. A an addi ional 4 (1d8) acid damage on a hit. 6 of these can be

creature can repeat the saving throw at the end of each of its mastercra ted (smith’s tools) into a magical greatsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 13 (3d8) acid damage on a hit. This acid

saving throw is successful or the e fect ends for it, the creature damage ignores acid resistance, but not immunity.

is immune to this e fect for the next 24 hours. 1d10 Copper Dragon Fangs. Acts as a magical Shortsword that

2 Copper Dragon Wing. Acts as a blanket. Can be mastercra ted deals an addi ional 4 (1d8) acid damage on a hit. If planted into

(leatherworker’s tools) into a cloak that requires attunement, fer ile soil, a ter 1d10 days the tooth will grow into an armed

and grants its wearer resistance to acid damage. Addi ionally, humanoid warrior. The Warrior has the sta is ics of a Guard

the wearer may ly up to 40 feet as part of their move ac ion. (MM pg. 347) except that its type is construct and it has

Once this property is used, it cannot be used again un il the immunity to acid damage. The warrior will obey a single

next dawn. command of the creature that planted it, following that

1 Copper Dragon Tail. Acts as a magical whip +1. Can be command to the best of its ability un il dead.

mastercra ted (alchemist’s supplies) into a Poison of Acid 1 Strip of Copper Dragon Hide. Acts as a blanket. Can be

Vulnerability (when ingested, imposes vulnerability to acid mastercra ted (leatherworker’s tools) into the equivalent of one

damage for 1 hour. If the creature has resistance to acid of the following: Studded Leather Armor +1, Scale Mail +1, or

damage, it loses that resistance. Creatures immune to acid Splint armor +1. Addi ionally, the armor requires attunement,

damage are not a fected). and grants the attuned creature a climb speed of 30 feet.

2d4 Copper Dragon Claws. Acts as a magical dagger that deals 1d10 Copper Dragon Scales. No immediate use. 25 of these can

an addi ional 4 (1d8) acid damage on a hit. 6 of these can be be mastercra ted (smith’s tools) into a shield that grants

mastercra ted (smith’s tools) into a magical greatsword that resistance to acid damage while in use.

deals an addi ional 13 (3d8) acid damage on a hit. This acid In Lair: Treasure Hoard 11-16

damage ignores acid resistance, but not immunity. In Lair: 1d8 Bardic Humanoid Ser vants

2d10 Copper Dragon Fangs. Acts as a magical Shortsword that


Wyrmling Copper Dragon (1)
deals an addi ional 4 (1d8) acid damage on a hit. If planted into

fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)

humanoid warrior. The Warrior has the sta is ics of a Guard


1d10 Copper Dragon Scales. No immediate use. 25 of these can
(MM pg. 347) except that its type is construct and it has
be mastercra ted (smith’s tools) into a shield that grants
immunity to acid damage. The warrior will obey a single
resistance to acid damage while in use.
command of the creature that planted it, following that
In Lair: Treasure Hoard 5-10
command to the best of its ability un il dead.

2 Strips of Copper Dragon Hide. Acts as a blanket. Each can be

mastercra ted (leatherworker’s tools) into the equivalent of one

of the following: Studded Leather Armor +1, Scale Mail +1, or

Splint armor +1. Addi ionally, the armor requires attunement,

and grants the attuned creature a climb speed of 30 feet.

3d10 Copper Dragon Scales. No immediate use. 25 of these can

be mastercra ted (smith’s tools) into a shield that grants

resistance to acid damage while in use.

1 Adult Copper Dragon Frond. Acts as a magical handaxe +2.

Can be mastercra ted (smith’s tools) into a magical scimitar +2.

In Lair: Treasure Hoard 17+

In Lair: 1d12 Bardic Humanoid Ser vants

32 D | Dragon (Copper)
Gold Dragons

Ancient Gold Dragon (24)

dragon (nature)

1 Ancient Gold Dragon Skull. If a creature with at least 22 5 Strips of Gold Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 24 of the following: Studded Leather Armor +1, Scale Mail +1, or

Wisdom saving throw or become frightened for 1 minute. A Splint armor +1. Addi ionally, the armor requires attunement,

creature can repeat the saving throw at the end of each of its and grants the attuned creature a swim speed of 30 feet and the

turns, ending the e fect on itself on a success. If a creature's ability to breathe underwater.

saving throw is successful or the e fect ends for it, the creature 1 Ancient Gold Dragon Heart. If a humanoid creature’s heart is

is immune to this e fect for the next 24 hours. The skull can be removed or damaged in some way, the dragon’s heart can be

mastercra ted (smith’s tools and woodcarver’s tools) into one of placed in the wound. This saves the creature’s life, and confers

the following items: wall trophy, warhorse barding, chariot, the following benefits: The creature’s Strength, Cons itu ion,

throne, or a ship’s figurehead. The item has the following and Charisma increase by 2, to a maximum of 22. The creature

property: when a creature who is hos ile to the current owner gains one use of the Legendary Resistance trait (once per day, if

of the item is within 30 feet of the skull, they must make a DC the creature fails a saving throw, it may choose to succeed

24 Wisdom saving throw or become frightened for 1 minute. A instead). The creature gains immunity to fire damage, a lying

creature can repeat the saving throw at the end of each of its speed equal to their walking speed, and darkvision out to 120

turns, ending the e fect on itself on a success. If a creature's feet. Addi ionally, the creature’s alignment becomes Lawful

saving throw is successful or the e fect ends for it, the creature Good if it wasn’t already, and they may become an NPC under

is immune to this e fect for the next 24 hours. the party’s control.

2 Gold Dragon Wing. Acts as a blanket. Can be mastercra ted 1 Ancient Gold Dragon Fire Sac. Di ficult to handle, deals 9

(leatherworker’s tools) into a cloak that requires attunement, (2d8) fire damage per round to any organic material in contact

and grants its wearer resistance to fire damage. Addi ionally, with it. Can be mastercra ted (alchemist’s supplies) into a Gold

the wearer may ly up to 40 feet as part of their move ac ion. Dragon’s Bane Poison (if ingested, a creature must make a DC

Once this property is used, it cannot be used again un il the 24 Cons itu ion saving throw, taking 71 (13d10) fire damage on a

next dawn. failed save, or half as much on a success).

1 Gold Dragon Tail. Acts as a magical whip +1. Can be 1 Vial of Ancient Gold Dragon Weakening Salve. When

mastercra ted (alchemist’s supplies) into a Poison of Fire applied to the skin of a creature, the creature must succeed on a

Vulnerability (when ingested, imposes vulnerability to fire DC 24 Strength saving throw or have disadvantage on Strength-

damage for 1 hour. If the creature has resistance to fire damage, based attack rolls, Strength checks, and Strength saving throws

it loses that resistance. Creatures immune to fire damage are for 1 minute. A creature can repeat the saving throw at the end

not a fected). of each of its turns, ending the e fect on itself on a success. Can

3d4 Gold Dragon Claws. Acts as a magical dagger that deals an be mastercra ted (alchemist’s supplies) into a Po ion of

addi ional 4 (1d8) fire damage on a hit. 6 of these can be Polymorph (allows the drinker to change shape as though they

mastercra ted (smith’s tools) into a magical greatsword that had cast the Polymorph spell).

deals an addi ional 13 (3d8) fire damage on a hit. This fire 3d10 Gold Dragon Scales. No immediate use. 25 of these can be

damage ignores fire resistance, but not immunity. mastercra ted (smith’s tools) into a shield that grants resistance

2d10 Gold Dragon Fangs. Acts as a magical Shortsword that to fire damage while in use.

deals an addi ional 4 (1d8) fire damage on a hit. If planted into 2 Gold Dragon Eyes. When held, grants advantage on Charisma

fer ile soil, a ter 1d10 days the tooth will grow into an armed checks made to in luence dragons. Each can be mastercra ted

humanoid warrior. The Warrior has the sta is ics of a Guard (jeweler’s tools) into an amulet that requires attunement. An

(MM pg. 347) except that its type is construct and it has attuned creature can cast Geas (save DC 20) once per day,

immunity to fire damage. The warrior will obey a single however, the target of the spell must have the Dragon tag.

command of the creature that planted it, following that 2d4 Gold Dragon Fins. Acts as a magical sling +1. 5 of these can

command to the best of its ability un il dead. be mastercra ted (smith’s tools) into a magical longbow +3

whose wielder can cast Banishment (save DC 17) as an ac ion

once per day.

In Lair: 2 Treasure Hoard 17+

In Lair: 1d10 – 7 Gold Dragon Eggs

D | Dragon (Gold) 33
Adult Gold Dragon (17) Young Gold Dragon (10)

dragon (nature) dragon (nature)

1 Adult Gold Dragon Skull. If a creature with at least 20 2 Gold Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 21 Wisdom and grants its wearer resistance to fire damage. Addi ionally,

saving throw or become frightened for 1 minute. A creature can the wearer may ly up to 40 feet as part of their move ac ion.

repeat the saving throw at the end of each of its turns, ending Once this property is used, it cannot be used again un il the

the e fect on itself on a success. If a creature's saving throw is next dawn.

successful or the e fect ends for it, the creature is immune to 1 Gold Dragon Tail. Acts as a magical whip +1. Can be

this e fect for the next 24 hours. The skull can be mastercra ted mastercra ted (alchemist’s supplies) into a Poison of Fire

(smith’s tools and woodcarver’s tools) into one of the following Vulnerability (when ingested, imposes vulnerability to fire

items: wall trophy, warhorse barding, helmet, shield, or a ship’s damage for 1 hour. If the creature has resistance to fire damage,

figurehead. The item has the following property: when a it loses that resistance. Creatures immune to fire damage are

creature who is hos ile to the current owner of the item is not a fected).

within 30 feet of the skull, they must make a DC 21 Wisdom 2d4 Gold Dragon Claws. Acts as a magical dagger that deals an

saving throw or become frightened for 1 minute. A creature can addi ional 4 (1d8) fire damage on a hit. 6 of these can be

repeat the saving throw at the end of each of its turns, ending mastercra ted (smith’s tools) into a magical greatsword that

the e fect on itself on a success. If a creature's saving throw is deals an addi ional 13 (3d8) fire damage on a hit. This fire

successful or the e fect ends for it, the creature is immune to damage ignores fire resistance, but not immunity.

this e fect for the next 24 hours. 1d10 Gold Dragon Fangs. Acts as a magical Shortsword that

2 Gold Dragon Wing. Acts as a blanket. Can be mastercra ted deals an addi ional 4 (1d8) fire damage on a hit. If planted into

(leatherworker’s tools) into a cloak that requires attunement, fer ile soil, a ter 1d10 days the tooth will grow into an armed

and grants its wearer resistance to fire damage. Addi ionally, humanoid warrior. The Warrior has the sta is ics of a Guard

the wearer may ly up to 40 feet as part of their move ac ion. (MM pg. 347) except that its type is construct and it has

Once this property is used, it cannot be used again un il the immunity to fire damage. The warrior will obey a single

next dawn. command of the creature that planted it, following that

1 Gold Dragon Tail. Acts as a magical whip +1. Can be command to the best of its ability un il dead.

mastercra ted (alchemist’s supplies) into a Poison of Fire 1 Strip of Gold Dragon Hide. Acts as a blanket. Can be

Vulnerability (when ingested, imposes vulnerability to fire mastercra ted (leatherworker’s tools) into the equivalent of one

damage for 1 hour. If the creature has resistance to fire damage, of the following: Studded Leather Armor +1, Scale Mail +1, or

it loses that resistance. Creatures immune to fire damage are Splint armor +1. Addi ionally, the armor requires attunement,

not a fected). and grants the attuned creature a swim speed of 30 feet and the

3d4 Gold Dragon Claws. Acts as a magical dagger that deals an ability to breathe underwater.

addi ional 4 (1d8) fire damage on a hit. 6 of these can be 2d10 Gold Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a magical greatsword that mastercra ted (smith’s tools) into a shield that grants resistance

deals an addi ional 13 (3d8) fire damage on a hit. This fire to fire damage while in use.

damage ignores fire resistance, but not immunity. 1d2 Gold Dragon Eyes. When held, grants advantage on

2d10 Gold Dragon Fangs. Acts as a magical Shortsword that Charisma checks made to in luence dragons. Each can be

deals an addi ional 4 (1d8) fire damage on a hit. If planted into mastercra ted (jeweler’s tools) into an amulet that requires

fer ile soil, a ter 1d10 days the tooth will grow into an armed attunement. An attuned creature can cast Geas (save DC 20)

humanoid warrior. The Warrior has the sta is ics of a Guard once per day, however, the target of the spell must have the

(MM pg. 347) except that its type is construct and it has Dragon tag.

immunity to fire damage. The warrior will obey a single In Lair: Treasure Hoard 11-16

command of the creature that planted it, following that


Wyrmling Gold Dragon (3)
command to the best of its ability un il dead.

2 Strips of Gold Dragon Hide. Acts as a blanket. Each can be dragon (nature)

mastercra ted (leatherworker’s tools) into the equivalent of one


1d4 Gold Dragon Claws. Acts as a magical dagger that deals an
of the following: Studded Leather Armor +1, Scale Mail +1, or
addi ional 4 (1d8) fire damage on a hit. 6 of these can be
Splint armor +1. Addi ionally, the armor requires attunement,
mastercra ted (smith’s tools) into a magical greatsword that
and grants the attuned creature a swim speed of 30 feet and the
deals an addi ional 13 (3d8) fire damage on a hit. This fire
ability to breathe underwater.
damage ignores fire resistance, but not immunity.
3d10 Gold Dragon Scales. No immediate use. 25 of these can be
2d10 Gold Dragon Scales. No immediate use. 25 of these can be
mastercra ted (smith’s tools) into a shield that grants resistance
mastercra ted (smith’s tools) into a shield that grants resistance
to fire damage while in use.
to fire damage while in use.
2 Gold Dragon Eyes. When held, grants advantage on Charisma
In Lair: Treasure Hoard 5-10
checks made to in luence dragons. Each can be mastercra ted

(jeweler’s tools) into an amulet that requires attunement. An

attuned creature can cast Geas (save DC 20) once per day,

however, the target of the spell must have the Dragon tag.

1d4 Gold Dragon Fins. Acts as a magical sling +1. 5 of these can

be mastercra ted (smith’s tools) into a magical longbow +3

whose wielder can cast Banishment as an ac ion once per day.

In Lair: Treasure Hoard 17+

34 D | Dragon (Gold)
Silver Dragons

Ancient Silver Dragon (23)

dragon (nature)

1 Ancient Silver Dragon Skull. If a creature with at least 20 5 Strips of Silver Dragon Hide. Acts as a blanket. Each can be

Strength li ts the skull above their head as an ac ion, each mastercra ted (leatherworker’s tools) into the equivalent of one

creature within 120 feet of the skull must make a DC 21 Wisdom of the following: Studded Leather Armor +1, Scale Mail +1, or

saving throw or become frightened for 1 minute. A creature can Splint armor +1. Addi ionally, the armor requires attunement,

repeat the saving throw at the end of each of its turns, ending and grants the attuned creature a lying speed of 30 feet.

the e fect on itself on a success. If a creature's saving throw is 1 Ancient Silver Dragon Heart. If a humanoid creature’s heart

successful or the e fect ends for it, the creature is immune to is removed or damaged in some way, the dragon’s heart can be

this e fect for the next 24 hours. The skull can be mastercra ted placed in the wound. This saves the creature’s life, and confers

(smith’s tools and woodcarver’s tools) into one of the following the following benefits: The creature’s Strength, Cons itu ion,

items: wall trophy, warhorse barding, chariot, throne, or a and Charisma increase by 2, to a maximum of 22. The creature

ship’s figurehead. The item has the following property: when a gains one use of the Legendary Resistance trait (once per day, if

creature who is hos ile to the current owner of the item is the creature fails a saving throw, it may choose to succeed

within 30 feet of the skull, they must make a DC 21 Wisdom instead). The creature gains immunity to fire damage, a lying

saving throw or become frightened for 1 minute. A creature can speed equal to their walking speed, and darkvision out to 120

repeat the saving throw at the end of each of its turns, ending feet. Addi ionally, the creature’s alignment becomes Lawful

the e fect on itself on a success. If a creature's saving throw is Good if it wasn’t already, and they may become an NPC under

successful or the e fect ends for it, the creature is immune to the party’s control.

this e fect for the next 24 hours. 1 Ancient Silver Dragon Ice Gland. Di ficult to handle, deals 9

2 Silver Dragon Wing. Acts as a blanket. Can be mastercra ted (2d8) cold damage per round to any organic material in contact

(leatherworker’s tools) into a cloak that requires attunement, with it. Can be mastercra ted (alchemist’s supplies) into a Silver

and grants its wearer resistance to cold damage. Addi ionally, Dragon’s Bane Poison (if ingested, a creature must make a DC

the wearer may ly up to 40 feet as part of their move ac ion. 24 Cons itu ion saving throw, taking 67 (15d8) cold damage on a

Once this property is used, it cannot be used again un il the failed save, or half as much on a success).

next dawn. 1 Vial of Ancient Silver Dragon Paralyzing Salve. When

1 Silver Dragon Tail. Acts as a magical whip +1. Can be applied to the skin of a creature, that creature must succeed on

mastercra ted (alchemist’s supplies) into a Poison of Cold a DC 24 Cons itu ion saving throw or be paralyzed for 1 minute.

Vulnerability (when ingested, imposes vulnerability to cold A creature can repeat the saving throw at the end of each of its

damage for 1 hour. If the creature has resistance to cold turns, ending the e fect on itself on a success. Can be

damage, it loses that resistance. Creatures immune to cold mastercra ted (alchemist’s supplies) into a Po ion of Polymorph

damage are not a fected). (allows the drinker to change shape as though they had cast the

3d4 Silver Dragon Claws. Acts as a magical dagger that deals an Polymorph spell).

addi ional 4 (1d8) cold damage on a hit. 6 of these can be 3d10 Silver Dragon Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a magical greatsword that mastercra ted (smith’s tools) into a shield that grants resistance

deals an addi ional 13 (3d8) cold damage on a hit. This cold to cold damage while in use.

damage ignores cold resistance, but not immunity. 2 Silver Dragon Eyes. When held, grants advantage on

2d10 Silver Dragon Fangs. Acts as a magical Shortsword that Charisma checks made to in luence dragons. Each can be

deals an addi ional 4 (1d8) cold damage on a hit. If planted into mastercra ted (jeweler’s tools) into an amulet that requires

fer ile soil, a ter 1d10 days the tooth will grow into an armed attunement. An attuned creature can cast Calm Emo ions (save

humanoid warrior. The Warrior has the sta is ics of a Guard DC 20) once per day, however, the target of the spell must have

(MM pg. 347) except that its type is construct and it has the Dragon tag.

immunity to cold damage. The warrior will obey a single 1d4 Silver Dragon Fins. Acts as a magical dagger +1. 3 of these

command of the creature that planted it, following that can be mastercra ted (smith’s tools) into a magical rapier +3

command to the best of its ability un il dead. whose wielder can cast Fog Cloud as a 3rd level spell as an

ac ion once per day.

In Lair: 2 Treasure Hoard 17+

In Lair: 1d20 Humanoid Ser vants from a single family

In Lair: 1d10 – 7 Silver Dragon Eggs

D | Dragon (Silver) 35
Adult Silver Dragon (16) Young Silver Dragon (9)

dragon (nature) dragon (nature)

1 Adult Silver Dragon Skull. If a creature with at least 17 2 Silver Dragon Wing. Acts as a blanket. Can be mastercra ted

Strength li ts the skull above their head as an ac ion, each (leatherworker’s tools) into a cloak that requires attunement,

creature within 120 feet of the skull must make a DC 18 and grants its wearer resistance to cold damage. Addi ionally,

Wisdom saving throw or become frightened for 1 minute. A the wearer may ly up to 40 feet as part of their move ac ion.

creature can repeat the saving throw at the end of each of its Once this property is used, it cannot be used again un il the

turns, ending the e fect on itself on a success. If a creature's next dawn.

saving throw is successful or the e fect ends for it, the creature 1 Silver Dragon Tail. Acts as a magical whip +1. Can be

is immune to this e fect for the next 24 hours. The skull can be mastercra ted (alchemist’s supplies) into a Poison of Cold

mastercra ted (smith’s tools and woodcarver’s tools) into one of Vulnerability (when ingested, imposes vulnerability to cold

the following items: wall trophy, warhorse barding, helmet, damage for 1 hour. If the creature has resistance to cold

shield, or a ship’s figurehead. The item has the following damage, it loses that resistance. Creatures immune to cold

property: when a creature who is hos ile to the current owner damage are not a fected).

of the item is within 30 feet of the skull, they must make a DC 2d4 Silver Dragon Claws. Acts as a magical dagger that deals an

18 Wisdom saving throw or become frightened for 1 minute. A addi ional 4 (1d8) cold damage on a hit. 6 of these can be

creature can repeat the saving throw at the end of each of its mastercra ted (smith’s tools) into a magical greatsword that

turns, ending the e fect on itself on a success. If a creature's deals an addi ional 13 (3d8) cold damage on a hit. This cold

saving throw is successful or the e fect ends for it, the creature damage ignores cold resistance, but not immunity.

is immune to this e fect for the next 24 hours. 1d10 Silver Dragon Fangs. Acts as a magical Shortsword that

2 Silver Dragon Wing. Acts as a blanket. Can be mastercra ted deals an addi ional 4 (1d8) cold damage on a hit. If planted into

(leatherworker’s tools) into a cloak that requires attunement, fer ile soil, a ter 1d10 days the tooth will grow into an armed

and grants its wearer resistance to cold damage. Addi ionally, humanoid warrior. The Warrior has the sta is ics of a Guard

the wearer may ly up to 40 feet as part of their move ac ion. (MM pg. 347) except that its type is construct and it has

Once this property is used, it cannot be used again un il the immunity to cold damage. The warrior will obey a single

next dawn. command of the creature that planted it, following that

1 Silver Dragon Tail. Acts as a magical whip +1. Can be command to the best of its ability un il dead.

mastercra ted (alchemist’s supplies) into a Poison of Cold 1 Strip of Silver Dragon Hide. Acts as a blanket. Can be

Vulnerability (when ingested, imposes vulnerability to cold mastercra ted (leatherworker’s tools) into the equivalent of one

damage for 1 hour. If the creature has resistance to cold of the following: Studded Leather Armor +1, Scale Mail +1, or

damage, it loses that resistance. Creatures immune to cold Splint armor +1. Addi ionally, the armor requires attunement,

damage are not a fected). and grants the attuned creature a lying speed of 30 feet.

3d4 Silver Dragon Claws. Acts as a magical dagger that deals an 1d10 Silver Dragon Scales. No immediate use. 25 of these can be

addi ional 4 (1d8) cold damage on a hit. 6 of these can be mastercra ted (smith’s tools) into a shield that grants resistance

mastercra ted (smith’s tools) into a magical greatsword that to cold damage while in use.

deals an addi ional 13 (3d8) cold damage on a hit. This cold 1d2 Silver Dragon Eyes. When held, grants advantage on

damage ignores cold resistance, but not immunity. Charisma checks made to in luence dragons. Each can be

2d10 Silver Dragon Fangs. Acts as a magical Shortsword that mastercra ted (jeweler’s tools) into an amulet that requires

deals an addi ional 4 (1d8) cold damage on a hit. If planted into attunement. An attuned creature can cast Calm Emo ions (save

fer ile soil, a ter 1d10 days the tooth will grow into an armed DC 20) once per day, however, the target of the spell must have

humanoid warrior. The Warrior has the sta is ics of a Guard the Dragon tag.

(MM pg. 347) except that its type is construct and it has In Lair: Treasure Hoard 11-16

immunity to cold damage. The warrior will obey a single In Lair: 1d8 Humanoid Ser vants from a single family

command of the creature that planted it, following that


Wyrmling Silver Dragon (2)
command to the best of its ability un il dead.

2 Strips of Silver Dragon Hide. Acts as a blanket. Each can be dragon (nature)

mastercra ted (leatherworker’s tools) into the equivalent of one


1d4 Silver Dragon Claws. Acts as a magical dagger that deals an
of the following: Studded Leather Armor +1, Scale Mail +1, or
addi ional 4 (1d8) cold damage on a hit. 6 of these can be
Splint armor +1. Addi ionally, the armor requires attunement,
mastercra ted (smith’s tools) into a magical greatsword that
and grants the attuned creature a lying speed of 30 feet.
deals an addi ional 13 (3d8) cold damage on a hit. This cold
2d10 Silver Dragon Scales. No immediate use. 25 of these can be
damage ignores cold resistance, but not immunity.
mastercra ted (smith’s tools) into a shield that grants resistance
1d10 Silver Dragon Scales. No immediate use. 25 of these can be
to cold damage while in use.
mastercra ted (smith’s tools) into a shield that grants resistance
2 Silver Dragon Eyes. When held, grants advantage on
to cold damage while in use.
Charisma checks made to in luence dragons. Each can be
In Lair: Treasure Hoard 5-10
mastercra ted (jeweler’s tools) into an amulet that requires

attunement. An attuned creature can cast Calm Emo ions (save

DC 20) once per day, however, the target of the spell must have

the Dragon tag.

1 Silver Dragon Fin. Acts as a magical dagger +1. 3 of these can

be mastercra ted (smith’s tools) into a magical rapier +3 whose

wielder can cast Fog Cloud as a 3rd level spell as an ac ion once

per day.

In Lair: Treasure Hoard 17+

In Lair: 1d12 Humanoid Ser vants from a single family

36 D | Dragon (Silver)
Dragon Turtle (17) Drider (6)

dragon (nature) monstrosity (nature)

4d4 Dragon Turtle Claws. Acts as a magical dagger. 6 of these 1 Tattered Longsword

can be mastercra ted (smith’s tools) into a magical greatsword. 1 Tattered Longbow

5 Strips of Dragon Turtle Hide. Acts as a blanket. Each can be 2d4 Drider Legs. Acts as a Flail. Each can be cra ted (alchemist’s

mastercra ted (leatherworker’s tools) into the equivalent of one supplies) into a Po ion of Climbing.

of the following: Studded Leather Armor +1, Scale Mail +1, or 1 Drider Web Sac. When held, can cast Web three imes before

Splint armor +1. Addi ionally, the armor requires attunement, running dry.

and grants the attuned creature a swim speed of 30 feet and the 1 Drider Heart. While holding the heart, it can be used to cast

ability to breathe underwater. Plane Shi t as a ritual. Only the creature holding the heart may

5 Dragon Turtle Shell Fragments. Acts as a shield. Each can be shi t. This consumes the heart. When the spell is cast, roll 1d20.

mastercra ted (smith’s tools) into the equivalent of one of the On a 1, the bearer is shi ted to Lolth’s layer in the Abyss instead

following: Breastplate +1, Half Plate +1, or Plate armor +1. of the intended des ina ion.

1 Dragon Turtle Steam Organ. Di ficult to handle, deals 9 (2d8) 1d2 Drider Eyes. no immediate use. Can be cra ted (alchemist’s

fire damage per round to any organic material in contact with supplies) into a Po ion of Superior Darkvision (Darkvision to

it. Being underwater doesn’t grant resistance against this 120 t. for 1 hour)

damage. Can be mastercra ted (evoca ion) by a spellcaster into 1 Drider Spinneret. No immediate use. Can be cra ted

a Wind Fan. In addi ion to the item’s other proper ies, it may (calligrapher’s supplies) into a pen that can automa ically

also cast Fog Cloud and Burning Hands (save DC 13). These both translate its writer’s intent into Abyssal, Elvish, or

count towards the Fan’s cumula ive uses. Undercommon.

2 Dragon Turtle Eyes. When held, grants advantage on


Dryad (1)
Charisma checks made to in luence dragons. Each can be

mastercra ted (jeweler’s tools) into an amulet that requires fey (religion)

attunement. An attuned creature can cast Zone of Truth (save


1 Dr yad Heart. When held, the holder can cast Druidcra t at will.
DC 20) once per day, however, the the spell must be centered on
If consumed, acts as a single berry from the Goodberry spell.
a creature with the Dragon tag.
Can be mastercra ted (alchemist’s supplies) into a Po ion of
In Lair: Treasure Hoard 17+

Animal Friendship.

Duergar (1)

humanoid (survival)

1 Tattered War Pick

1d4 Tattered Javelins

1 Tattered Scale Mail

1 Tattered Shield

1d8 Duergar Fingers. No immediate use. Acts as a trophy among

Underdark hunters and adventurers.

1 Duergar Head. Marks the holder as an enemy of the Duergar.

Can be carefully cra ted (alchemist’s supplies) into a Po ion of

Growth, or mastercra ted (alchemist’s supplies) into a Po ion of

Invisibility.

D | Dragon - Duergar 37
Fire Elemental (5)

Elementals elemental (arcana)

Air Elemental (5) 3d2 Motes of Elemental Fire. Appears as a rock that glows

dimly. If dropped into an open lame, casts Faerie Fire centered


elemental (arcana)
on the mote. Can be used as the material component of a

3d2 Motes of Elemental Air. Appears as a iny pu f of cloud. If Commune spell to contact a deity in the Elemental Plane of

held in the hand and blown upon, casts Fog Cloud centered on Fire. Using either of these abili ies destroys the mote.

the mote. Can be used as the material component of a 1 Heart of Flame. Iden ical to a Mote of Elemental Fire, and can

Commune spell to contact a deity in the Elemental Plane of Air. be used for the same purposes. In addi ion to its other

Using either of these abili ies destroys the mote. proper ies, it can be mastercra ted (evoca ion) by a spellcaster

1 Heart of Wind. Iden ical to a Mote of Elemental Air, and can be into a portal to the Elemental Plane of Fire. The portal is

used for the same purposes. In addi ion to its other proper ies, sta ionary in the loca ion it is cra ted.

it can be mastercra ted (evoca ion) by a spellcaster into a portal 1 Pu f of Smoke. Appears to be normal smoke, can be detected by

to the Elemental Plane of Air. The portal is sta ionary in the magic or if a search is performed to look for a wisp of smoke

loca ion it is cra ted. that does not dissipate. Can be used as the material component

1 Gust of Warm Breeze. Invisible to the eye, can be detected by of a Conjure Elemental spell, which has its cas ing ime reduced

magic or if a search is performed to look for a small area where to 1 ac ion but can only summon Fire Elementals.

wind seems to blow from nowhere. Can be used as the material


Water Elemental (5)
component of a Conjure Elemental spell, which has its cas ing

ime reduced to 1 ac ion but can only summon Air Elementals. elemental (arcana)

Earth Elemental (5) 3d2 Motes of Elemental Water. Appears as a small shard of ice

that glows with blue light. If covered in water or dropped in


elemental (arcana)
water, casts Create Water, centered on the mote. Can be used as

3d2 Motes of Elemental Earth. Appears as a rock that glows the material component of a Commune spell to contact a deity

dimly. If dropped or thrown to the ground as an improvised in the Elemental Plane of Water. Using either of these abili ies

weapon, the ground becomes mud as if it had cast Grease destroys the mote.

centered on the mote. Can be used as the material component 1 Heart of Waves. Iden ical to a Mote of Elemental Water, and

of a Commune spell to contact a deity in the Elemental Plane of can be used for the same purposes. In addi ion to its other

Earth. Using either of these abili ies destroys the mote. proper ies, it can be mastercra ted (evoca ion) by a spellcaster

1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can into a portal to the Elemental Plane of Water. The portal is

be used for the same purposes. In addi ion to its other sta ionary in the loca ion it is cra ted.

proper ies, it can be mastercra ted (evoca ion) by a spellcaster 1 Vial of Sea Foam. Appears to be normal foam, can be detected

into a portal to the Elemental Plane of Earth. The portal is by magic or if a search is performed to look for sea foam. Can

sta ionary in the loca ion it is cra ted. be used as the material component of a Conjure Elemental

1 Vial of Cr ystalline Powder. Appears to be normal gems, can be spell, which has its cas ing ime reduced to 1 ac ion but can

detected by magic or if a search is performed to look for gems only summon Water Elementals.

that shi t like liquid. Can be used as the material component of

a Conjure Elemental spell, which has its cas ing ime reduced to

1 ac ion but can only summon Earth Elementals.

38 E | Elemental
Drow Mage (7)
Elves
humanoid (survival)

Drow (1/4)
1 Spellcas ing component pouch

humanoid (survival)
1d4 healing po ions

1 Arcane Focus (decays in sunlight)


1 Tattered Chain Shirt (rusts in sunlight)
1d4 books (useless, decay in sunlight)
1d4 Poisoned Crossbow Bolts. On a hit, the target must succeed
1 Spellbook: Contains 1 random spell of 3rd level or less that
on a DC 13 Cons itu ion saving throw or be poisoned for 1 hour.
can be copied by a wizard (decays in sunlight)
If the saving throw fails by 5 or more, the target is also
1 Flask of Alchemist’s Fire
unconscious while poisoned in this way. The target wakes up if
1 Minor Amulet of Lolth. Can be crushed to magically summon
it takes damage or if another creature takes an ac ion to shake
a Quasit, or to attempt to summon a Shadow Demon with a
it awake.
50% chance of success. The summoned demon appears in an

Drow Elite Warrior (5) unoccupied space within 60 feet of its summoner, acts as an

ally of its summoner, and can't summon other demons. It


humanoid (survival)
remains for 10 minutes, un il it or its summoner dies, or un il

1 Tattered Studded Leather (rusts in sunlight) its summoner dismisses it as an ac ion.

1 Tattered Shield (rusts in sunlight)


Drow Priestess of Lolth (8)
2 Poisoned Shortswords. When they successfully hit a creature

humanoid (survival)
for the first ime, that creature takes an addi ional 10 (3d6)

poison damage.
1 Spellcas ing component pouch
3d4 Poisoned Crossbow Bolts. On a hit, the target must succeed
1d2 Greater Healing po ions
on a DC 13 Cons itu ion saving throw or be poisoned for 1 hour.
1 Holy Symbol of Lolth (decays in sunlight)
If the saving throw fails by 5 or more, the target is also
1d4 books (useless, decay in sunlight)
unconscious while poisoned in this way. The target wakes up if
1 Holy Book of Lolth (decays in sunlight)
it takes damage or if another creature takes an ac ion to shake
1 Flask of Alchemist’s Fire
it awake.
1 Major Amulet of Lolth. Can be crushed to magically summon

a Yochlol with a 30% chance of success. If the attempt fails, the

summoner takes 5 (1d10) psychic damage. The summoned

demon appears in an unoccupied space within 60 feet of its

summoner, acts as an ally of its summoner, and can't summon

other demons. It remains for 10 minutes, un il it or its

summoner dies, or un il its summoner dismisses it as an ac ion.

1 Set of Holy Robes of Lolth. Grants proficiency in the Insight

skill, unless the wearer is already proficient. The wearer has

advantage on Wisdom (Insight) checks made to determine if

another creature is planning to betray them.

E | Elf 39
1 Immortal Heart. Can be consumed as an ac ion by a good-
Empyrean (23)
aligned humanoid, or an evil-aligned humanoid if the

celes ial (religion)


Empyrean was evil. For the remainder of the creature’s mortal

life, they have advantage on saving throws against spells and


1 Divine Maul. Acts as a magical maul that changes size to fit its
other magical e fects. Addi ionally, they can no longer cast or
wielder. If wielded by a good-aligned creature, a creature struck
be a fected by Cleric or Paladin spells, and holy items cease to
by the maul must succeed on a DC 15 Cons itu ion saving throw
func ion while in contact or use by the creature. Celes ials are
or be stunned un il the end of the wielder’s next turn. The
automa ically hos ile to the creature, and the creature can s ill
requirement changes to evil-aligned if the Empyrean was evil.
be a fected by their Innate Spellcas ing feature. If a creature is
2 Eyes of the Empyrean. Acts as a diamond worth 1,000 gp if
raised from the dead, they no longer retain this property.
used as the material component for a spell. Using it as a
3d2 Vials of Divine Blood. Can be consumed as an ac ion to
material component to cast Chroma ic Orb allows the caster to
grant immunity to bludgeoning, piercing, and slashing damage
choose Force damage or Radiant damage as the spell’s damage
from nonmagical weapons for 1 minute.
type. Can be mastercra ted (alchemist’s supplies) into a Po ion
1 God’s Trinket. A small item from the upper planes. The DM
of Truesight, which confers truesight out to 120 feet for 1 hour
rolls on the trinket table (PHB pg 160), and adds the following
when consumed.
property to the item: while holding this item, a creature’s hit
2 Hands of the Empyrean. No immediate use. Together, they
point maximum and current hit points increase by 5. The
can be carefully cra ted (carpenter’s tools or leatherworker’s
creature has disadvantage on Wisdom saving throws made to
tools) into a throne. A creature seated on the throne can
avoid being the target of a Scrying spell origina ing from the
understand all languages it hears, and can speak in any
Empyrean’s parent.
language. If a creature attunes to the throne, they gain
1 God’s Pendant. Requires attunement. While attuned, the
proficiency on Wisdom (Insight) and Charisma (Persuasion)
wearer may cast Commune once per day. If the spell is used to
checks, as well as truesight out to 120 feet. Celes ials are
contact any extraplanar being other than the Empyrean’s
automa ically hos ile to a creature attuned to the throne. If the
parent, the wearer must make a DC 20 Wisdom check. On a
Empyrean was evil, the throne’s attunement counts as a curse,
failure, the spell contacts the Empyrean’s parent. An evil
and the attuned creature’s alignment shi t to Neutral Evil over
Empyrean does not carry a God’s Pendant.
the course of the next month.
2 Blessed/Cursed Gauntlets. Requires attunement. When worn
4d4 Bones of the Empyrean. Though obviously bone, counts as
together, the wielder gains a +1 bonus to AC, and they may cast
Adaman ine in terms of hardness. Must be ground into powder
Spare the Dying three imes per day. If the gauntlets are taken
before use. If consumed as an ac ion, acts as the spell Lesser
from an evil Empyrean, they cast Shocking Grasp instead.
Restora ion. If 10 are consumed together as an ac ion, acts as
1 Sacred Robe. Acts as padded armor. If the wearer worships a
the spell Greater Restora ion. If 16 are consumed together as an
god of the same alignment as the Empyrean’s parent, then the
ac ion, acts as the spell Heal.
wearer does not need food, drink or sleep while wearing the
4d4 Chunks of Divine Flesh. If consumed as an ac ion, reduces
armor. In addi ion, they gain the benefits of a short rest a ter 30
the apparent age of a humanoid by 3d10 years, to a minimum of
minutes of prayer, and the benefits of a long rest a ter 4 hours
13 years old. This e fect doesn’t extend the creature’s lifespan.
of prayer. An evil Empyrean’s robes lose all magical proper ies.
For the remainder of the creature’s mortal life, their emo ions
In Lair. 6d10 Humanoids who are faithful to the Empyrean’s
manifest as a harmless, minor sensory nature e fect (similar to
parent, or who serve an evil Empyrean out of fear
the Druidcra t spell) in a 5-foot cube they occupy. This imposes

disadvantage on Charisma (Decep ion) checks if the creature is Ettercap (2)

emo ionally invested in the topic.


monstrosity (nature)
1 Titan’s Skull. No immediate use. Though obviously bone,

counts as Adaman ine in terms of hardness. Can be


2d2 Tattered Claws. Acts as a tattered dagger

mastercra ted (smith’s tools) into a set of half-plate or plate


1 Web Sac. When held, can cast Web one ime before running

armor that requires attunement. While attuned to the armor,


dry.

the wearer can use a bonus ac ion to bolster all nonhos ile
1 Vial of Ettercap Poison. Can be applied to a weapon or a piece

creatures within 120 feet. Bolstered creatures can’t be charmed


of ammuni ion as an ac ion. A creature hit by the poisoned

or frightened, and they gain advantage on ability checks and


weapon or ammuni ion must make a DC 11 Cons itu ion saving

saving throws un il the end of the wearer’s next turn. Once this
throw or take 1d8 poison damage. Addi ionally, the creature is

property is used three imes, it can’t be used again un il the


poisoned for 1 minute. The creature can repeat the saving

next dawn. While the creature is attuned to the armor, they


throw at the end of each of its turns, ending the e fect on itself

slowly increase in size, as if a fected by the Enlarge spell. The


on a success.

transforma ion takes place over 10 days, and the beneficial

e fects only manifest on the final day.

2d4 Locks of Divine Hair. No immediate use. Can be cra ted

(weaver’s tools) into a charm that can be worn as a pendant,

earring, or bracelet, and requires attunement. While attuned to

the charm, if you fail a saving throw, you can choose to succeed

instead. Once you use this property, you can’t use it again un il

the next dawn.

40 E | Empyrean - Ettercap
Ettin (4)

giant (survival)

1 Tattered Battleaxe

1 Tattered Morningstar

1d4 Items in a Giant's Bag

1d2 Et in Skulls. When held, grants advantage on Charisma

(In imida ion) checks made against humanoids, and

disadvantage on all Charisma ability checks made against

giants. Two heads together can be carefully cra ted by a

spellcaster (Divina ion) into a font of water that can act as the

material components of a Scrying spell, and creatures of the

abyss (such as demons) have disadvantage on Wisdom saving

throws made to avoid being detected by the spell.

1d4 Giant’s Toes. No immediate use. Sought as trophies by

hunters and heroes, and can be sold for a good price to

collectors or admirers.

1 Et in Heart. No immediate use. Can be carefully cra ted

(alchemist’s supplies) into a Po ion of Hill giant strength.

E | Ettin 41
Flameskull (4)

Faerie Dragon undead (religion)

Red/Orange/Yellow (1) 1 Wizard Skull. Acts as an Arcane Focus for Evoca ion spells

only. When used this way, the caster may cast Magic Missile at
dragon (nature)
1st level once per day. If the Flameskull was destroyed by Force,

1d2 Faerie Dragon Wings. No immediate use. Twenty of these Thunder, or Bludgeoning damage, it loses this property. A ter 1

can be mastercra ted (leatherworker’s tools) into a cloak that hour, the skull reforms into a Flameskull unless holy water is

requires attunement, and grants advantage on saving throws sprinkled on its remains or a Dispel Magic or Remove Curse

against spells and other magical e fects while attuned. spell is cast on them.

Addi ionally, the wearer may use their ac ion to cast Greater 2 Flameskull Eyes. As an ac ion, a creature holding the eye

Invisibility, targe ing themselves only. Once this property is can cast Fire Shield (choosing the warm shield). This consumes

used, it cannot be used again un il the next dawn. the eye. Un il the eye is used, the Flameskull can see through

the eye, even if it is currently destroyed. If the Flameskull


Green/Blue/Indigo/Violet (2)
reforms, any unused eyes wink out of existence.

dragon (nature) 1d4 Motes of Green Flame. No immediate use. Can be cra ted

(alchemist’s supplies) into a Po ion of Fire Resistance.

1d2 Faerie Dragon Wings. No immediate use. Twenty of these

can be mastercra ted (leatherworker’s tools) into a cloak that Flumph (1/8)

requires attunement, and grants advantage on saving throws


aberra ion (arcana)
against spells and other magical e fects while attuned.

Addi ionally, the wearer may use their ac ion to cast Greater
1d4 Flumph Tentacles. No immediate use. Can be cra ted

Invisibility, targe ing themselves only. Once this property is


(alchemist’s supplies) into a vial of acid.

used, it cannot be used again un il the next dawn.

1 Vial Faerie Dragon Dust. When sprinkled on a creature, roll

1d10.

d10 Result
1-7 The creature must succeed on a DC 11 Wisdom
saving throw or take no actions or reactions for 1
minute. On its turn, roll a d6. On a 1-4, the creature
moves in a random direction. On a 5-6 the creature
does not move, but may repeat the saving throw,
ending the effect on itself on a success.
8 The creature must succeed on a DC 11 Constitution
saving throw or be blinded as if by the Color Spray
spell.
9 The creature must succeed on a DC 11 Wisdom
saving throw or be Polymorphed into a sheep for 1
hour.
10 The creature becomes invisible for 1 hour. Any
equipment it is wearing or carrying is invisible as long
as it is on the creature's person. The effect on the
creature ends if it attacks, deals any damage, or casts
a spell.

42 F | Faerie Dragon - Flumph


Fomorian (8)
Fungi
giant (survival)

Gas Spore (1/2)


1 Tattered Greatclub

plant (nature)
1 Fomorian Evil Eye. No immediate use. Can be carefully cra ted

(jeweler’s tools) into an amulet that requires attunement and


Gas Spore Malt. No immediate use. Can be carefully cra ted
has 3 charges. An attuned creature may expend a charge to
(brewer’s supplies) into a delicious beverage that causes the
hold up the amulet as an ac ion and target a creature within 60
drinker to become intoxicated (as the poisoned condi ion) for
feet of the amulet that can see it. The creature must succeed on
1d4 hours. At the end of this dura ion, the drinker must make a
a DC 14 Charisma saving throw, taking 27 (6d8) psychic damage
DC 10 Cons itu ion saving throw or become infected with a
on a failed save, or half as much damage on a success. Curse: a
disease. Spores invade the infected creature's system, killing the
creature attuned to the amulet is cursed with magical
creature in a number of hours equal to 1d12 + the creature's
deformi ies. While cursed, its speed is halved, and it has
Cons itu ion score, unless the disease is removed. In half that
disadvantage on ability checks, saving throws, and attacks
ime, the creature becomes poisoned for the rest of the
based on Strength or Dexterity.
dura ion. A ter the creature dies, it sprouts 2d4 iny gas spores
2 Fomorian Hide. Acts as a smelly blanket. When used in the
that grow to full size in 7 days.
Underdark, random encounters are less likely in the night (DM

rolls twice and if either is “No Encounter”, no encounter Shrieker (0)

occurs). When used in the Feywild, random encounters are


plant (nature)
more likely (DM rolls twice and if either is “Encounter”, an

encounter occurs). Shrieker Malt. No immediate use. Can be carefully cra ted

2d4 Fomorian Finger. When held, good-aligned creatures of the (brewer’s supplies) into a delicious beverage that causes the

Feywild are more likely to see the holder as an ally, and the drinker to become intoxicated (as the poisoned condi ion) for

holder has advantage on Charisma checks made to convince 1d4 hours and doubles the volume of their voice.

good-aligned Fey to trust them.


Violet Fungus (1/4)
1 Fomorian Stomach Lining. No immediate use. Can be

carefully cra ted (alchemist’s supplies) into a Po ion of Fungal plant (nature)

Immunity (for 1d4 hours, the user is immune to the poisoned

condi ion if it would be caused by a fungus or fungal creature). Violet Fungus Malt. No immediate use. Can be carefully cra ted

2 Mutated Fomorian Limbs. Acts as a gruesome weapon. Roll (brewer’s supplies) into a delicious beverage that causes the

1d10 to determine what can be looted from this par icular drinker to become intoxicated (as the poisoned condi ion) for

Fomorian. 1d4 hours and take 1 necro ic damage each hour they are

intoxicated.
d10 Result
1-3 Arm – Greatclub
4-6 Leg – Flail
7-9 Horn – War Pick
10 Tail - Whip

F | Fomorian - Fungus 43
Galeb Duhr (6) Genies
elemental (arcana)
Note: due to the Elemental Demise trait, a majority of a genie’s

loot disappears into elemental remains


3d2 Motes of Elemental Earth. Appears as a rock that glows

dimly. If dropped or thrown to the ground as an improvised


Dao (11)
weapon, the ground becomes mud as if it had cast Grease

centered on the mote. Can be used as the material component elemental (arcana)

of a Commune spell to contact a deity in the Elemental Plane of


1 Maul of Elemental Earth. Acts as a magical Maul. On a hit, if
Earth. Using either of these abili ies destroys the mote.
the target is a Huge or smaller creature, they must succeed on a
1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can
DC 18 Strength saving throw or be knocked prone.
be used for the same purposes. In addi ion to its other
1 Crown of the Dao. Requires attunement. A creature attuned to
proper ies, it can be mastercra ted (evoca ion) by a spellcaster
the crown can cast Wall of Stone as an ac ion. This property
into a portal to the Elemental Plane of Earth. The portal is
can’t be used again un il the next dawn.
sta ionary in the loca ion it is cra ted.
1 Bejeweled Tunic. Of fine cra tsmanship, worth 10,000 GP.
1 Vial of Cr ystalline Powder. Appears to be normal soil, can be
1 Vial of Cr ystalline Powder. Appears to be normal gems, can be
detected by magic or if a search is performed to look for a patch
detected by magic or if a search is performed to look for gems
of soil that shi ts like a liquid. Can be used as the material
that shi t like a liquid. Can be used as the material component
component of a Conjure Elemental spell, which has its cas ing
of a Conjure Elemental spell, which has its cas ing ime reduced
ime reduced to 1 ac ion but can only summon Earth
to 1 ac ion but can only summon Earth Elementals.
Elementals.

1 Resona ing Rock. Can be crushed as an ac ion and sprinkled


Djinni (11)
on a medium-sized boulder. The boulder magically transforms
elemental (arcana)
into a Galeb Duhr, except it has intelligence and charisma of 1,

can’t be charmed or frightened, and it cannot Animate


1 Scimitar of Elemental Air. Acts as a magical Scimitar. On a
Boulders. The boulder remains animated for up to one minute,
hit, it deals an addi ional 1d6 thunder or lightning damage
or un il it reaches 0 hit points, at which ime it reverts back to
(wielder’s choice).
mundane stone. An animated boulder obeys simple commands
1 Crown of the Djinn. Requires attunement. A creature attuned
given by its creator to the best of its ability, unless a Galeb Duhr
to the crown can cast Crea ion as an ac ion. This property can’t
is nearby, in which case it defers to the Galeb Duhr’s
be used again un il the next dawn.
commands.
1 Bejeweled Scabbard. Of fine cra tsmanship, worth 10,000 GP.

1 Gust of Warm Breeze. Invisible to the eye, can be detected by


Gargoyle (2)
magic or if a search is performed to look for a small area where
elemental (arcana)
wind seems to blow from nowhere. Can be used as the material

component of a Conjure Elemental spell, which has its cas ing


1d2 Motes of Evil Elemental Earth. Appears as a rock that
ime reduced to 1 ac ion but can only summon Air Elementals.
glows dimly. If dropped or thrown to the ground as an

improvised weapon, the ground becomes mud as if it had cast


Efreeti (11)
Grease centered on the mote. Can be used as the material
elemental (arcana)
component of a Commune spell to contact Ogremoch, Prince of

Evil Elemental Earth. Using either of these abili ies destroys the
1 Scimitar of Elemental Fire. Acts as a magical Scimitar. On a
mote.
hit, it deals an addi ional 2d6 fire damage.
1d2 Gargoyle Wings. No immediate use. 10 of these can be
1 Crown of the Efreet. Requires attunement. A creature attuned
mastercra ted (mason’s tools) into a cloak that requires
to the crown can cast Wall of Fire as an ac ion. This property
attunement. An attuned creature has resistance to
can’t be used again un il the next dawn.
bludgeoning, piercing, and slashing damage from nonmagical
1 Bejeweled Toga. Of fine cra tsmanship, worth 10,000 GP.
weapons that aren’t adaman ine. Curse: while attuned to the
1 Pu f of Smoke. Appears to be normal smoke, can be detected by
cloak, the creature is weighed down heavily. They su fer no
magic or if a search is performed to look for a wisp of smoke
penalty if they remove all their armor, however, while they are
that does not dissipate. Can be used as the material component
wearing armor their speed is halved, and they have
of a Conjure Elemental spell, which has its cas ing ime reduced
disadvantage on attack rolls and Dexterity saving throws.
to 1 ac ion but can only summon Fire Elementals.
Addi ionally, attacks made against them have advantage while

they wear armor.

44 G | Galeb Duhr - Genie


Marid (11)
Giants
elemental (arcana)

Cloud Giant (9)


1 Trident of Elemental Water. Acts as a magical Trident that
giant (survival)
requires attunement. While attuned, a creature can breathe air

or water.
1 Tattered Morningstar. 2 imes the size of a normal
1 Crown of the Marid. Requires attunement. A creature attuned
morningstar and 8 imes the weight.
to the crown can cast Control Water as an ac ion. This property
3d4 Items in a Giant's Bag.
can’t be used again un il the next dawn.
1 Pouch of Gold. Contains 2d6 x 100 GP.
1 Bejeweled Vest. Of fine cra tsmanship, worth 10,000 GP.
1 Set of Fine Robes. Worth 1,000 GP.
1 Vial of Sea Foam. Appears to be normal sea foam, can be
2d4 Giant’s Toes. No immediate use. Sought as trophies by
detected by magic or if a search is performed to look for sea
hunters and heroes, and can be sold for a good price to
foam. Can be used as the material component of a Conjure
collectors or admirers.
Elemental spell, which has its cas ing ime reduced to 1 ac ion
1 Cloud Giant Heart. No immediate use. Can be carefully cra ted
but can only summon Water Elementals.
(alchemist’s supplies) into a Po ion of Cloud Giant Strength.

Ghost (4)
Fire Giant (9)

undead (religion)
giant (survival)

2 Vials of Ectoplasm. No immediate use. Can be cra ted


1 Tattered Greatsword. 2 imes the size of a normal greatsword
(alchemist’s supplies) into a Po ion of Invisibility or an Oil of
and 8 imes the weight.
Etherealness.
3d4 Items in a Giant's Bag.
1 Pinch of Spirit Dust.* Acts as Dust of Disappearance.
1 Set of Smith’s Tools. 2 imes the size and 8 imes the weight of
1 Ghost’s Trinket. The DM rolls on the Trinket table (PHB pg 150)
a normal set.
or selects a small item. This item exists halfway between the
1 Set of Fire Giant Plate Armor. Acts as 8 sets of Tattered Plate
Ethereal and Material plane, and is considered a part of both. It
Armor.
has no magical func ion, other than appearing somewhat
2d4 Giant’s Toes. No immediate use. Sought as trophies by
translucent. The item is directly related to the reason the ghost
hunters and heroes, and can be sold for a good price to
hasn’t been able to pass on to the a terlife.
collectors or admirers.

1 Fire Giant Heart. No immediate use. Can be carefully cra ted


Ghoul (1)
(alchemist’s supplies) into a Po ion of Fire Giant Strength.
undead (religion)

Frost Giant (8)


1d4 Ghoul Claws. Acts as a dagger. When it successfully hits a
giant (survival)
creature other than an elf or undead, that creature must

succeed on a DC 10 Cons itu ion saving throw or be paralyzed


1 Tattered Greataxe. 2 imes the size of a normal greataxe and 8
for 1 minute. The creature can repeat the saving throw at the
imes the weight.
end of each of its turns, ending the e fect on itself on a success.
2d4 Items in a Giant's Bag.
Once the claw has been used this way (whether or not the
2d4 Tattered Armor Pieces. The DM selects various pieces of
creature was successfully paralyzed) it loses this property.
armor, weapons, or (for higher rank Frost Giants) dragon bones

that make up the Giant’s armor.


Ghast (2)
2d4 Giant’s Toes. No immediate use. Sought as trophies by
undead (religion)
hunters and heroes, and can be sold for a good price to

collectors or admirers.
1d4 Ghast Claws. Acts as a dagger. When it successfully hits a
1 Frost Giant Heart. No immediate use. Can be carefully cra ted
creature other than an undead, that creature must succeed on a
(alchemist’s supplies) into a Po ion of Frost Giant Strength.
DC 10 Cons itu ion saving throw or be paralyzed for 1 minute.

The creature can repeat the saving throw at the end of each of
Hill Giant (5)
its turns, ending the e fect on itself on a success. Once the claw
giant (survival)
has been used this way (whether or not the creature was

successfully paralyzed) it loses this property.


1 Tattered Greatclub. 2 imes the size of a normal greatclub and
1 Demon Heart. While holding the heart, it can be used to cast
8 imes the weight.
Plane Shi t as a ritual. Only the creature holding the heart may
1d4 Items in a Giant's Bag.

shi t. This consumes the heart. When the spell is cast, roll 1d20.
1d4 Hill Giant Ra ions. Each counts as 10 days of ra ions.
On a 1, the bearer is shi ted to Thanatos, Domain of Orcus, in
1d4 Giant’s Toes. No immediate use. Sought as trophies by
the Abyss instead of the intended des ina ion.
hunters and heroes, and can be sold for a good price to

collectors or admirers.

1 Hill Giant Heart. No immediate use. Can be carefully cra ted

(alchemist’s supplies) into a Po ion of Hill Giant Strength.

G | Genie - Giant 45
Stone Giant (7) Githyanki Knight (8)

giant (survival) humanoid (survival)

1 Tattered Greatclub. 2 imes the size of a normal greatclub and 1 Set of Astral Plate. Acts as Plate armor that requires

8 imes the weight. attunement. While attuned, a creature can cast Misty Step as a

2d4 Items in a Giant's Bag. bonus ac ion. Once this ability has been used three imes, it

1d4 Ar is ic Stones. Worth 100 GP each due to the intricate cannot be used again un il the next dawn.

sculpture. 1 Astral Silver Greatsword. Acts as a magical greatsword that

2d4 Giant’s Toes. No immediate use. Sought as trophies by requires attunement. On a hit, it deals an addi ional 3d6

hunters and heroes, and can be sold for a good price to psychic damage. On a cri ical hit against a target in an astral

collectors or admirers. body, the wielder can choose to cut the silvery cord that tethers

1 Stone Giant Heart. No immediate use. Can be carefully cra ted the target to its material body instead of dealing damage. While

(alchemist’s supplies) into a Po ion of Stone Giant Strength. attuned to the sword, all Githyanki and Mind Flayers are

immediately hos ile towards the wielder, and if the Knight who
Storm Giant (13)
created the sword is s ill alive, they know the exact loca ion of

giant (survival) the wielder.

2 Vials of Githyanki Blood. When consumed as an ac ion, acts


1 Tattered Greatsword. 3 imes the size of a normal greatsword
as a Nondetec ion spell requiring no other material
and 27 imes the weight.
components.
4d4 Items in a Giant's Bag.
1 Heart of the Githyanki Knight. While holding the heart, it
1 Pouch of Gold. Contains 4d6 x 100 GP.
can be used to cast Plane Shi t as a ritual. Only the creature
1 Set of Fine Robes. Worth 1,000 GP.
holding the heart may shi t. This consumes the heart. When the
1 Set of Storm Giant Scale Mail. Acts as 27 sets of Tattered Scale
spell is cast, roll 1d20. On a 1, the bearer is shi ted to the Astral
Mail.
Plane instead of the intended des ina ion.
1d10 Beard Hairs of the Storm Giant. Can be used as the
1 Red Talisman of Tiamat. While held, grants advantage on
material component to any spell causing lightning or thunder
Charisma checks made to in luence Red Dragons.
damage. 5 of these can be mastercra ted (evoca ion) by a
2 Mind Flayer Tentacles. Dried. Can be consumed as an ac ion
spellcaster into a Wand of Lightning Bolts.
to grant Telepathy out to 120 feet for 1 hour.
1 Prophe ic Totem. Appears to be a Crystal Ball, Mirror, or some

other item used to seek omens and prophecies. Can be used as Githzerai Monk (2)

an arcane focus for Divina ion spells, and negates the need for
humanoid (survival)

material components cos ing up to 1,000 GP.

2d4 Giant’s Toes. No immediate use. Sought as trophies by 1 Set of Githzerai Robes. Requires attunement. Cannot be worn

hunters and heroes, and can be sold for a good price to with armor, and does not count as armor. While attuned, a

collectors or admirers. creature may cast Feather Fall as a Reac ion. Once this ability

1 Storm Giant Heart. No immediate use. Can be carefully cra ted has been used 3 imes, it cannot be used again un il the next

(alchemist’s supplies) into a Po ion of Storm Giant Strength. dawn.

1 Vial of Githzerai Blood. When consumed as an ac ion, acts as

Gith a See Invisibility spell requiring no other material components.

Githyanki Warrior (3) Githzerai Zerth (6)

humanoid (survival)
humanoid (survival)

1 Set of Githzerai Robes. Requires attunement. Cannot be worn


1 Set of Astral Half Plate. Acts as Half Plate armor that requires
with armor, and does not count as armor. While attuned, a
attunement. While attuned, a creature can cast Misty Step as a
creature may cast Feather Fall as a Reac ion. Once this ability
bonus ac ion. Once this ability has been used three imes, it
has been used 3 imes, it cannot be used again un il the next
cannot be used again un il the next dawn.
dawn.
1 Astral Greatsword. Acts as a magical greatsword. On a hit, it
2 Vials of Githzerai Blood. When consumed as an ac ion, acts as
deals an addi ional 2d6 psychic damage.
a See Invisibility spell requiring no other material components.
1 Vial of Githyanki Blood. When consumed as an ac ion, acts as
1 Heart of the Githzerai Zerth. While holding the heart, it can
a Nondetec ion spell requiring no other material components.
be used to cast Plane Shi t as a ritual. Only the creature holding

the heart may shi t. This consumes the heart. When the spell is

cast, roll 1d20. On a 1, the bearer is shi ted to a monastery on

the plane of Limbo instead of the intended des ina ion.

2 Mind Flayer Tentacles. Dried. Can be consumed as an ac ion

to grant Telepathy out to 120 feet for 1 hour.

46 G | Giant - Gith
Gnoll (1/2)
Golems
humanoid (survival)

Clay (9)
1 Tattered Spear

construct (arcana)
1 Tattered Longbow

1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found
1 Vial of Cr ystalline Powder. Appears to be normal gems, can be
is chewed up and useless.
detected by magic or if a search is performed to look for gems

that shi t like liquid. Can be used as the material component of


Gnoll Pack Lord (2)
a Conjure Elemental spell, which has its cas ing ime reduced to
humanoid (survival)
1 ac ion but can only summon Earth Elementals.

4d4 Clumps of Golem Clay. Can be used to lower the cost of


1 Tattered Glaive

crea ing a clay golem by 1,000 gp. 10 of these can be


1 Tattered Chain Shirt

mastercra ted (transmuta ion) by a spellcaster into armor or a


1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found
weapon, both which require attunement. The armor acts as
is chewed up and useless.
magical Half-Plate Armor which grants the wearer immunity
2 Days of Ra ions

to acid damage. The weapon can be a club or greatclub, and


1d4 Demonic Jewelr y. No immediate use. Can be cra ted
allows a creature attuned to it to cast Haste on itself. Once this
(transmuta ion) by a spellcaster into valuable materials that
property has been used, it can’t be used again un il the next
can replace 10GP worth of material components in a
dawn.
conjura ion spell.
3d2 Motes of Elemental Earth. Appears as a rock that glows

Gnoll Fang of Yeenoghu (4) dimly. If dropped or thrown to the ground as an improvised

weapon, the ground becomes mud as if it had cast Grease


humanoid (survival)

centered on the mote. Can be used as the material component

1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found of a Commune spell to contact a deity in the Elemental Plane of

is chewed up and useless. Earth. Using either of these abili ies destroys the mote.

2 Days of Ra ions 1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can

1d4 Demonic Jewelr y. No immediate use. Can be cra ted be used for the same purposes. In addi ion to its other

(transmuta ion) by a spellcaster into valuable materials that proper ies, it can be mastercra ted (evoca ion) by a spellcaster

can replace 10GP worth of material components in a into a portal to the Elemental Plane of Earth. The portal is

conjura ion spell. sta ionary in the loca ion it is cra ted.

1 Demon Heart. While holding the heart, it can be used to cast


Flesh (5)
Plane Shi t as a ritual. Only the creature holding the heart may

shi t. This consumes the heart. When the spell is cast, roll 1d20. construct (arcana)

On a 1, the bearer is shi ted to Yeenoghu’s layer in the Abyss


1 Vial of Cr ystalline Powder. Appears to be normal gems, can be
instead of the intended des ina ion.
detected by magic or if a search is performed to look for gems

Gnome, Deep (Svirfneblin) (1/2) that shi t like liquid. Can be used as the material component of

a Conjure Elemental spell, which has its cas ing ime reduced to
humanoid (survival)

1 ac ion but can only summon Earth Elementals.

1 Tattered War Pick 1d2 Motes of Elemental Earth. Appears as a rock that glows

1d4 Darts. No longer poisoned. dimly. If dropped or thrown to the ground as an improvised

1 Tattered Chain Shirt weapon, the ground becomes mud as if it had cast Grease

1 Deep Gnome Hide. No immediate use. 3 of these can be cra ted centered on the mote. Can be used as the material component

(leatherworker’s tools) into a cloak that grants advantage on of a Commune spell to contact a deity in the Elemental Plane of

stealth checks made to hide in rocky terrain. Earth. Using either of these abili ies destroys the mote.

1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can


Goblin (1/4)
be used for the same purposes. In addi ion to its other

humanoid (survival) proper ies, it can be mastercra ted (evoca ion) by a spellcaster

into a portal to the Elemental Plane of Earth. The portal is


1d2 Goblin Ears. No immediate use. Acts as a trophy for bounty
sta ionary in the loca ion it is cra ted.
hunters and adventurers
2d2 Flesh Golem Limbs. Acts as a Club. Can be used to lower the

cost of crea ing a lesh golem by 5,000 gp. 3 of these can be


Goblin Boss (1)
mastercra ted (transmuta ion) by a spellcaster into armor
humanoid (survival)
which requires attunement or a weapon. The armor acts as

padded armor that grants the wearer immunity to lightning


1d2 Goblin Ears. No immediate use. Acts as a trophy for bounty
damage. The weapon acts as a +1 club or greatclub, but is
hunters and adventurers
destroyed if the wielder takes 10 or more fire damage in a single
1 Goblin Boss Head. While held, grants the holder advantage on
turn.
Charisma (In imida ion) checks made to in luence any goblin

who previously served the goblin boss.

G | Gnoll - Golem 47
Iron (16) Gorgon (5)

construct (arcana) monstrosity (nature)

1 Greatsword 1 Gorgon Hide. Extremely heavy. Can be mastercra ted (smith’s

1 Vial of Cr ystalline Powder. Appears to be normal gems, can be tools) into Plate Armor that requires attunement. A creature

detected by magic or if a search is performed to look for gems attuned to the armor is immune to the petrified condi ion.

that shi t like liquid. Can be used as the material component of 1 Gorgon Skull. Extremely heavy. Can be carefully cra ted

a Conjure Elemental spell, which has its cas ing ime reduced to (smith’s tools) into a horned helmet. The helmet requires

1 ac ion but can only summon Earth Elementals. strength of 15 to wear, otherwise the wearer is a fected as if

1 Poison Gas Dispenser. As an ac ion, a creature holding the they were wearing heavy armor (PHB pg. 144). While wearing

dispenser may create a 15-foot cone of poisonous gas. Each the helmet, the wearer gains the following melee attack: As an

creature in that area must make a DC 19 Cons itu ion saving ac ion, they may Gore an enemy within 5 feet. The attack does

throw, taking 10d8 poison damage on a failed save, or half as 1d12 damage, and the wearer is considered proficient in this

much damage on a successful one. Once this property has been attack.

used three imes, the dispenser ceases to func ion. 1 Gorgon Stomach. No immediate use. Can be mastercra ted

6d4 Hunks of Golem Iron. Can be used to lower the cost of (alchemist’s supplies) into a salve that ends the petrified

crea ing an iron golem by 2,000 gp. 15 of these can be condi ion on a creature it is applied to.

mastercra ted (transmuta ion) by a spellcaster into armor that 1 Gorgon Tail. Acts as a Flail.

requires attunement, or a weapon. The armor acts as magical 1 Gorgon Petrifying Gas Sac. A creature holding the sac can

Plate Armor which grants the wearer immunity to fire damage. squeeze it as an ac ion. Each creature within a 15 foot radius

The weapon is any type, and acts as a +2 weapon of its type. (including the creature that ac ivated the sac) must succeed on

6d2 Motes of Elemental Earth. Appears as a rock that glows a DC 13 Cons itu ion saving throw. On a failed save, a target

dimly. If dropped or thrown to the ground as an improvised begins to turn to stone and is restrained. A restrained creature

weapon, the ground becomes mud as if it had cast Grease must repeat the saving throw at the end of its next turn. On a

centered on the mote. Can be used as the material component success, the e fect ends on the target. On a failure, the target is

of a Commune spell to contact a deity in the Elemental Plane of petrified un il freed by the Greater Restora ion spell or other

Earth. Using either of these abili ies destroys the mote. magic.

1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can


Grell (3)
be used for the same purposes. In addi ion to its other

proper ies, it can be mastercra ted (evoca ion) by a spellcaster aberra ion (arcana)

into a portal to the Elemental Plane of Earth. The portal is


2d4 Grell Tentacles. Acts as a whip. On a hit, a target must
sta ionary in the loca ion it is cra ted.
succeed on a DC 11 Cons itu ion saving throw or be poisoned

Stone (10) for 1 minute. The poisoned target is also paralyzed, and it can

repeat the saving throw at the end of each of its turns, ending
construct (arcana)

the e fect on a success. Once the tentacle has poisoned a target,

1 Vial of Cr ystalline Powder. Appears to be normal gems, can be it loses this property.

detected by magic or if a search is performed to look for gems Grell Beak. Acts as a sickle. Can be carefully cra ted (alchemist’s

that shi t like liquid. Can be used as the material component of supplies) into a Po ion of Lightning Resistance.

a Conjure Elemental spell, which has its cas ing ime reduced to
Grick (2)
1 ac ion but can only summon Earth Elementals.

5d4 Golem Stones. Can be used to lower the cost of crea ing a monstrosity (nature)

stone golem by 2,000 gp. 12 of these can be mastercra ted


1d4 Grick Tentacles. Acts as a club. On a hit, the target must
(transmuta ion) by a spellcaster into armor or a weapon, both
make a DC 10 Strength saving throw or be grappled for one
which require attunement. The armor acts as magical Splint
round. This e fect ends if the attacker moves more than 5 feet
Armor which grants the wearer immunity to poison damage.
away from the target.
The weapon can be a club or greatclub, and allows a creature
1 Grick Hide. No immediate use. Can be cra ted (leatherworker’s
attuned to it to cast Slow. Once this property has been used, it
tools) into a cloak that grants advantage on stealth checks
can’t be used again un il the next dawn.
made to hide in rocky terrain.
5d2 Motes of Elemental Earth. Appears as a rock that glows

dimly. If dropped or thrown to the ground as an improvised


Grick Alpha (7)
weapon, the ground becomes mud as if it had cast Grease
monstrosity (nature)
centered on the mote. Can be used as the material component

of a Commune spell to contact a deity in the Elemental Plane of


2d4 Grick Tentacles. Acts as a whip. On a hit, the target must
Earth. Using either of these abili ies destroys the mote.
make a DC 12 Strength saving throw or be grappled for one
1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can
round. This e fect ends if the attacker moves more than 10 feet
be used for the same purposes. In addi ion to its other
away from the target.
proper ies, it can be mastercra ted (evoca ion) by a spellcaster
1 Grick Hide. No immediate use. Can be cra ted (leatherworker’s
into a portal to the Elemental Plane of Earth. The portal is
tools) into a cloak that grants advantage on stealth checks
sta ionary in the loca ion it is cra ted.
made to hide in rocky terrain.

1 Grick Beak. No immediate use. Can be carefully cra ted

(smith’s tools) into a greataxe that grants +1 to in imida ion

checks made against creatures in the Underdark.

3d10 Pieces of Adventuring Gear. recovered from the stomach

of the Grick

48 G | Golem - Grick Alpha


Griffon (2) Grimlock (1/4)

monstrosity (nature) humanoid (survival)

1 Heart of a Gri fon. Can be consumed as an ac ion to grant 1 Tattered Spiked Bone Club. when repaired, deals an

advantage on Wisdom (Percep ion) checks that rely on sight for addi ional 2 (1d4) piercing damage on a hit.

1 hour. During this ime, if the creature sees a horse, they must 1 Grimlock Hide. No immediate use. Can be cra ted

succeed on a DC 11 Wisdom saving throw or use their full (leatherworker’s tools) into a cloak that grants advantage on

movement and ac ion to approach and attack the horse. On a stealth checks made to hide in rocky terrain.

success, the creature no longer has to make saving throws to

prevent themselves from attacking that par icular horse.

1d10 Gri fon Feathers. No immediate use. Can be cra ted

(calligrapher's supplies) into a pen, or carefully cra ted

(woodcarver’s tools) into 2 arrows.

G | Griffon - Grimlock 49
Sea (2)

Hags fey (religion)

Green (3) 1d4 Sea Hag Fingers. When consumed, casts Alter Self on the

user. If a creature removes their own fingers and s itches 10


fey (religion)
Sea Hag Fingers to their hands, they gain a Claw attack that

1d4 Green Hag Fingers. When consumed, casts Invisibility deals 2d6 damage on a hit, and can cast Alter Self once per day.

on the user. If a creature removes their own fingers and Humanoids and Fey who see the creature’s newly-fingered

s itches 10 Green Hag Fingers to their hands, they gain a Claw hands are more likely to be hos ile to the creature.

attack that deals 2d8 damage on a hit, and can cast Invisibility 1 Weird Magic Item. A grotesque trinket chosen by the DM.

once per day. Humanoids and Fey who see the creature’s By consuming, destroying, or using up the trinket, the holder

newly-fingered hands are more likely to be hos ile to the can cast a spell (also chosen by the DM) at 1st level. Hags

creature. generally use their Weird Magic Items as a last resort, and

1 Green Hag Nose. A creature wearing the nose over their o ten contain spells that allow her to retreat or escape.

own can mimic animal sounds and humanoid voices. Other In Coven: 2 Addi ional Weird Magic Items

creatures can tell they are imita ions with a successful DC 14

Wisdom (Insight) check.


Half-Dragon (+2 from NPC)

1 Weird Magic Item. A grotesque trinket chosen by the DM. humanoid (survival)

By consuming, destroying, or using up the trinket, the holder

2d10 Dragon Scales. No immediate use. 25 of these can be


can cast a spell (also chosen by the DM) at 2nd level. Hags

mastercra ted (smith’s tools) into a shield that grants


generally use their Weird Magic Items as a last resort, and

resistance to the type of damage related to the Half-dragon’s


o ten contain spells that allow her to retreat or escape.

color while in use.


In Coven: 2 Addi ional Weird Magic Items

Night (5) Harpy (1)

monstrosity (nature)
fiend (religion)

1d6 Harpy Feathers. No immediate use. Can be carefully


1d4 Night Hag Fingers. When consumed, casts Sleep

cra ted (calligrapher’s supplies) into a pen that can write


centered on the user. If a creature removes their own fingers

enchanted love letters (disadvantage to resist their charms).


and s itches 10 Night Hag Fingers to their hands, they gain a

Claw attack that deals 2d8 damage on a hit, and can cast Sleep
Hell Hound (3)
once per day. Humanoids and Fey who see the creature’s

newly-fingered hands are more likely to be hos ile to the fiend (religion)

creature.
1 Hell Hound Hide. Acts as a blanket. Can be carefully
Heartstone. When touched to a creature, cures any disease
cra ted (leatherworker’s tools) into a cloak that requires
a fec ing that creature. The Heartstone is destroyed if exposed
attunement and grants resistance to fire damage.
to direct sunlight.
1 Hell Hound Heart. While holding the heart, it can be used
1 Soul Bag. Contains an evil soul, a vic im of the Night Hag.
to cast Plane Shi t as a ritual. Only the creature holding the
Opening the bag releases the soul, but while it is captured it
heart may shi t. This consumes the heart. When the spell is
can be telepathically communicated with and used for
cast, roll 1d20. On a 1, the bearer is shi ted to a random
magical spells, equaling up to 1,000 GP worth of material
loca ion in the lower planes instead of the intended
components for Necromancy spells.
des ina ion.
1d2 Night Hag Eye. If a creature plucks out their own eye and
1d8 Hell Hound Teeth. 20 teeth act as a bag of caltrops. Can
replaces it with a Night Hag Eye, they may cast Detect Magic at
be carefully cra ted (jeweler’s tools) into dice. 4 of these can be
will from the eye. Addi ionally, the creature may see into the
carefully cra ted (alchemist’s supplies) into a Po ion of Fire
Ethereal Plane for up to 10 minutes per day, all at once or in
Breath.
several shorter periods, each one using a minimum of 1 minute

from the dura ion. The eye recovers its full dura ion at sunset.

1 Weird Magic Item. A grotesque trinket chosen by the DM.

By consuming, destroying, or using up the trinket, the holder

can cast a spell (also chosen by the DM) at 3rd level. Hags

generally use their Weird Magic Items as a last resort, and

o ten contain spells that allow her to retreat or escape.

In Coven: 2 Addi ional Weird Magic Items

50 H | Hag - Hell Hound


Helmed Horror (4) Hobgoblin Warlord (6)

construct (arcana) humanoid (survival)

1 Tattered Shield 1 Tattered Longsword

1 Tattered Longsword 1d4 Tattered Javelins

1 Helm of Horror. Requires attunement. An attuned creature 1 Tattered Plate

loses all of their visual senses, but while wearing the helmet, 1 Tattered Shield

gains blindsight out to 60 feet. 2 Hobgoblin Ears. No immediate use. Acts as a trophy for

1 Tattered Magical Plate Mail. A ter repaired, func ions as a bounty hunters and adventurers

magical set of Plate Mail that grants immunity to one of the 1 Strong Hobgoblin Heart. No immediate use. Can be

spells that the Helmed Horror was immune to. carefully cra ted (alchemist’s supplies) into a po ion of Nomog-

2 Gauntlets of Horror. When worn, your unarmed attacks Geaya. For 1 minute, the user gains the ability to deal an extra

deal 1d6 damage on a hit, and are considered adaman ine for 10 (3d6) damage to a creature they hit with a weapon attack if

the purpose of overcoming immuni ies. the creature is within 5 feet of an ally of the user.

1 Hobgoblin Warlord Head. While held, grants the holder

Hippogriff (1) advantage on Charisma (In imida ion) checks made to

in luence goblinoids.
monstrosity (nature)

2 Hobgoblin War Plans. Details the loca ion of the

1 Hippogri f Pelt. No immediate use. Can be cra ted Hobgoblin’s stronghold, and where they were planning to

(leatherworker’s tools) into a pouch or carefully cra ted strike next.

(leatherworker’s tools) into a water skin.

1d10 Hippogri f Feathers. No immediate use. Can be cra ted Homunculus (0)

(calligraphy tools) into a pen, or carefully cra ted


construct (arcana)
(woodcarver’s tools) into 2 arrows

1d6 Lumps of Homunculus Clay / Mandrake Root. No

Hobgoblin (1/2) immediate use. 5 of these can be carefully cra ted

humanoid (survival) (transmuta ion) by a spellcaster into a Homunculus.

1 Tattered Longsword Hook Horror (3)

1 Tattered Longbow
monstrosity (nature)
1 Tattered Chain Mail

1 Tattered Shield 2 Horrible Hooks. Acts as a War Pick or Grappling Hook.

1d2 Hobgoblin Ears. No immediate use. Acts as a trophy for Grants advantage on Strength (Athle ics) checks made to

bounty hunters and adventurers climb.

1 Hook Horror Carapace. Acts as a shield. Can be carefully

Hobgoblin Captain (3) cra ted (smith’s tools) into grotesque plate armor.

humanoid (survival)
Hydra (8)

1 Tattered Greatsword
monstrosity (nature)
1d4 Tattered Javelins

1 Tattered Half Plate 3d4 Hydra Heads. Limited to the number of heads the hydra

2 Hobgoblin Ears. No immediate use. Acts as a trophy for had cut o f or regrown at the ime of its death. No immediate

bounty hunters and adventurers use. Can be carefully cra ted (leatherworker’s tools) into a

1 Strong Hobgoblin Heart. No immediate use. Can be helmet that requires attunement and allows its wearer to hold

carefully cra ted (alchemist’s supplies) into a po ion of Nomog- their breath up to 1 hour. While wearing the helmet, a creature

Geaya. For 1 minute, the user gains the ability to deal an extra is extremely hungry, and su fers from 1 level of exhaus ion

10 (3d6) damage to a creature they hit with a weapon attack if unless it has eaten within the last hour.

the creature is within 5 feet of an ally of the user. 1 Hydra Tail. Acts as a whip. If sundered, it grows back in 1d4

days.

3 Chunks of Hydra Flesh. If kept from rot ing, will grow

con inuously. Provides enough ra ions to feed 1 medium-sized

creature each day. Each day it is not salted or kept cold, roll 1d6

at dawn. On a 1, the meat has rotted and any ra ions harvested

from it will poison a creature for 24 hours. Rotten meat is

easily iden ified by smell.

1 Hydra Heart. No immediate use. Can be mastercra ted

(transmuta ion) by a spellcaster into an amulet that requires

attunement. An attuned creature regains 10 hit points at the

start of each hour, and its severed body part can be healed as if

under the e fects of a Regenera ion spell. Unless the original

body part is held to the stump, two of the severed body part

grow back instead of one.

H | Helmed Horror - Hydra 51


Invisible Stalker (6)
Intellect Devourer (2)
elemental (arcana)
aberra ion (arcana)

3d2 Motes of Elemental Air. Appears as a iny pu f of cloud. If


1 Chunk of Intellect Devourer Brain Matter. Can be
held in the hand and blown upon, casts Fog Cloud centered on
understood and spoken to via telepathy. The chunk is able to
the mote. Can be used as the material component of a
use Devour Intellect and Body Thief as if the creature was alive,
Commune spell to contact a deity in the Elemental Plane of Air.
but only against creatures who communicate with it
Using either of these abili ies destroys the mote.
telepathically and meet the other requirements to be targeted
1 Heart of Wind. Iden ical to a Mote of Elemental Air, and can be
by the ability. Only by destroying this chunk (dealing 1 damage
used for the same purposes. In addi ion to its other proper ies,
of any kind to it) can the Intellect Devourer be truly destroyed.
it can be mastercra ted (evoca ion) by a spellcaster into a portal
1d4 Intellect Devourer Claws. Acts as a dagger. As an ac ion, a
to the Elemental Plane of Air. The portal is sta ionary in the
creature holding the dagger can sense the presence and
loca ion it is cra ted.
loca ion of any creature within 300 feet of the dagger that has
2 Gust of Warm Breeze. Invisible to the eye, can be detected by
an Intelligence of 3 or higher, regardless of interposing
magic or if a search is performed to look for a small area where
barriers, unless the creature is protected by a Mind Blank spell.
wind seems to blow from nowhere. Can be used as the material
Once a dagger is used in this manner, it loses this property.
component of a Conjure Elemental spell, which has its cas ing

ime reduced to 1 ac ion but can only summon Air Elementals.

I | Intellect Devourer -

52 Invisible Stalker
Jackalwere (1/2)

humanoid (survival)

1 Vial of Foul Ichor. No immediate use. Can be mastercra ted

(alchemist’s supplies) into a po ion of poison immunity. When

consumed, grants immunity to poison damage and the

poisoned condi ion for 1 hour, and heals any poisons currently

a fec ing the creature.

J | Jackalwere 53
1 Kraken Skull. No immediate use. Can be mastercra ted

Kenku (1/4) (carpenter’s tools) into a Throne or Chariot. The cra ted item

gains a damage threshold of 50. A creature seated in the throne


humanoid (survival)
or chariot can cast Control Weather without requiring

1d4 Kenku Feathers. No immediate use. Can be cra ted concentra ion. Instead, the spell lasts as long as the creature

(calligrapher's supplies) into a pen, or carefully cra ted remains seated, up to the spell’s maximum dura ion. The

(woodcarver’s tools) into 2 arrows. throne can cast this spell even if it is indoors. Once this ability

has been used, it cannot be used again un il the next dawn. If

Kobold (1/8) the item is a Chariot, magical e fects can’t reduce its speed or

humanoid (survival) cause it to be restrained.

1 Kraken Ribcage. No immediate use. Can be mastercra ted

1 Kobold tail.* No immediate use. Acts as a trophy mark for (mason’s tools) into a Tower or (carpenter’s tools) into a

hunters and adventurers Warship. The cra ted item gains a damage threshold of 50. A

creature at the top of the tower or the helm of the ship can use
Winged Kobold (1/4)
an ac ion to magically create three bolts of lightning, each of

humanoid (survival)
which can strike a target within 120 feet of the object’s

perimeter. A target must make a DC 23 Dexterity saving throw,


1 Kobold wing. No immediate use. Acts as a trophy mark for
taking 22 (4d10) lightning damage on a failed save, or half as
hunters and adventurers
much damage on a successful one. Once this property has been

used, it cannot be used again un il the next dawn. If the item is


Kraken (23)
a Warship, magical e fects can’t reduce its speed or cause it to
monstrosity (nature)
be restrained.

1 Kraken Ink Sac. Can be squeezed to produce the e fect of a


2d10 Kraken Scales. Acts as a shield that grants advantage on
Grease spell within a 40 foot square centered on the sac. If the
Dexterity saving throws made to avoid taking lightning
sac is underwater, it releases ink in a 60 foot radius sphere. The
damage. 10 of these can be mastercra ted (smith’s tools) into
ink spreads around corners, and the area is heavily obscured
Armor of Invulnerability.
for 1 round or un il a strong current disperses the cloud.
4d10 Kraken Teeth. Acts as a greatclub. Can be carefully cra ted
Creates in direct contact with the Grease e fect or the ink cloud
(Woodcarver’s tools) into a Battering Ram that has immunity to
must make a DC 23 Cons itu ion saving throw or take 16 poison
bludgeoning, slashing, and piercing damage from nonmagical
damage, or half as much damage on a successful save. Once the
weapons.
ink sac is squeezed three imes, it loses this property.
2 Kraken Eyes. Requires attunement. An attuned creature gains
1 Kraken Lightning Organ. Di ficult to handle, deals 11 (2d10)
Truesight out to 60 feet. Can be mastercra ted (alchemist’s
lightning damage per round to any organic material in contact
supplies) into a Po ion of Ul imate Resilience, which grants
with it or any metal object holding it. A creature in contact with
advantage on all saving throws for 8 hours.
the Lightning Organ can cast Call Lightning (save DC 23) as a
1d10 Kraken Tentacles. Acts as a whip with a range of 15 feet
4th level spell without requiring concentra ion. Instead, the
and the heavy property. A creature hit by the whip is grappled
spell lasts as long as the creature is in contact with the
(escape DC 18). Un il this grapple ends, the creature is
Lightning Organ, up to the spell’s maximum dura ion. Once
restrained, and the wielder of the whip is considered to be
this ability has been used, it cannot be used again un il the next
touching them for the purpose of cas ing spells that deal
dawn.
lightning damage. Addi ionally, the wielder of the whip can use
3 Kraken Hide. Acts as a huge tent. Can be carefully cra ted
a bonus ac ion to cast Shocking Grasp through the whip. Once
(leatherworker’s tools) into 20 sets of studded leather armor or
the whip has used this property three imes, it can’t be used
one sail. A creature wearing the armor acts as if it were under
again un il the next dawn.
the Freedom of Movement spell. While a ship is using the sail,
3 Kraken Hearts. If enshrined within a tower, creates the
aqua ic creatures with an Intelligence score of 2 or lower that
permanent version of Forbiddance as long as it remains within
are within 120 feet of the ship are charmed by the ship and
the tower’s walls. As a ritual, a heart can be consumed to cast
defend it against hos ile attackers.
Gate. This version of the spell ignores the ability of dei ies and
2d8 Vials of Kraken Blood. A creature that consumes the blood
planar rulers to prevent portals from opening in their domains,
as an ac ion is under the e fects of a Dispel Evil and Good spell
however, any creature summoned via the gate will be hos ile,
(save DC 23), which lasts the full dura ion and does not require
even if the creature would normally be friendly or indi ferent.
concentra ion. If the blood is ingested by a celes ial, elemental,
Can be mastercra ted (conjura ion) by a spellcaster into a Cubic
fey, fiend, or undead, the creature is immediately a fected by a
Gate.
Banishment spell (save DC 23), which lasts the full dura ion and

sends the creature to its na ive plane if applicable.

2d6 Vials of Kraken Bile. Acts as a contact poison. A creature

subjected to the bile must make a DC 23 Cons itu ion saving

throw, taking 42 (12d6) acid damage on a failed save, or half as

much damage on a successful one.

54 K | Kenku - Kraken
Kuo-Toa (1/4) Kuo-Toa Whip (1)

humanoid (survival) humanoid (survival)

1 Tattered Shield 1 Tattered Pincer Sta f. If repaired, a creature hit by this sta f

1 Tattered Spear takes 1d6 piercing damage and is grappled (escape DC 14) if it is

1 Tattered Net medium or smaller. Un il the grapple ends, the pincer sta f

*1 Kuo-Toa Hide. No immediate use. 3 can be carefully cra ted cannot be used on another target.

(leatherworker’s tools) into a cloak that grants advantage on 1 Kuo-Toa Hide. No immediate use. 3 can be carefully cra ted

ability checks and saving throws made to escape a grapple. (leatherworker’s tools) into a cloak that grants advantage on

ability checks and saving throws made to escape a grapple.


Kuo-Toa Archpriest (6)

humanoid (survival)

1 Spellcas ing component pouch

1d4 healing po ions

1 Holy Symbol of Blibdoolpoolp

2d4 Inane Objects. Roll on the Trinket table (PHB pg. 160), but

every roll should be modified so any mystery is removed from

the item. (A iny silver icon of a raven would become a grubby

bird feather)

1 Kuo-Toa Hide. No immediate use. 3 can be carefully cra ted

(leatherworker’s tools) into a cloak that grants advantage on

ability checks and saving throws made to escape a grapple.

K | Kuo-Toa 55
1 Tome of Darkness. Incomprehensible to those who are not

Lamia (4) Wizards. A month of study will yield a method to become a

Lich. These requirements allow a wizard to create or obtain a


monstrosity (nature)

Phylactery and a Po ion of Transforma ion. Addi ionally, the

1 Tattered Dagger method requires the ability to cast Imprisonment to transfer

1 Lamia Head. A creature holding the head can cast Sugges ion their soul into the Phylactery. A PC that is turned into a Lich

(Save DC 13). The spell issues from the head’s mouth, not the becomes an Evil NPC under the DM’s control. The details will

caster’s. Once the head has been used three imes, it loses this vary from book to book, but the ritual may involve any of the

property. following:

2d4 Lamia Claws. Acts as a dagger. On a hit, a creature is  Forming a Pact with a Fiend, Evil God, or Dark Power

magically cursed for 1 hour. Un il the curse ends, the target has  Ritual Sacrifice or Murder

disadvantage on Wisdom saving throws and ability checks.  Using Material Components only gained by killing

Once a dagger confers this curse, it loses this property. Celes ials

1 Demon Heart. While holding the heart, it can be used to cast  Being a Master (14th level or higher) of Necromancy

Plane Shi t as a ritual. Only the creature holding the heart may 1 Spellcas ing component pouch

shi t. This consumes the heart. When the spell is cast, roll 1d20. 1 Arcane Focus

On a 1, the bearer is shi ted to Graz’zt’s layer of the Abyss 3 Uncommon Magic Items. Chosen by the DM. A Lich keeps

instead of the intended des ina ion. these curiosi ies to study, not to use, and they do not a fect the

Lich’s CR.
Lich (21)
2 Rare Magic Items. Chosen by the DM. A Lich keeps these

undead (religion) curiosi ies to study, not to use, and they do not a fect the Lich’s

CR.
1 Lich Skull. Requires attunement. Can be used as an arcane
1 Spellbook. Contains 2 random spells of 5th level or less that can
focus and grants an attuned creature resistance to cold,
be copied by a wizard
lightning, necro ic, and poison, damage. A ter 1d10 days, the
4d4 Skill Books. Contain knowledge concerning a certain skill
skull reforms into the Lich with full HP and abili ies. If the
and topic that the Lich was interested in. For example: History
Phylactery is destroyed, this item crumbles into useless dust.
(Lords of the Land). Using the book for 5 minutes is equivalent
1 Phylacter y. This item is not found with the Lich unless the
on rolling a 15 on the related skill.
check made to loot the body was a 30 or higher. At the DM’s
2 Flasks of Alchemist’s Fire

discre ion, this loot may simply be a clue to the phylactery’s


1 Ancient Map to a Now-Forgotten Archmage tower.

true loca ion, not the phylactery itself. No immediate use. If not
In Lair: 1d20 Sets of Armor and 1d20 Weapons. (The DM
destroyed, the Lich reforms a ter 1d10 days.
determines what weapons and armor are present. Nearly all of the
2d6 Bones of the Lich. No immediate use. Can be Carefully
items are magical in some way.)
Cra ted by a spellcaster (Necromancy) into a Po ion of Turn

Resistance (an undead creature who consumes or is doused in Lizardfolk (1/2)

this po ion gains advantage on saving throws against e fects


humanoid (survival)

that turn undead for 1 hour).

1 Le t Hand of the Lich. Acts as an improvised melee weapon. 1 Tattered Heavy Club

On a hit, a target takes 3d6 cold damage and must succeed on a 1d4 Tattered Javelins

DC 18 Cons itu ion saving throw or be paralyzed for 1 minute. 1 Tattered Spiked Shield

The creature can repeat the saving throw at the end of each of 1 Lizardfolk Hide. No immediate use. Can be carefully cra ted

its turns, ending the e fect on itself on a success. If the (leatherworker’s tools) into a cloak that grants advantage on

creature’s saving throw is successful or the e fect ends for it, Strength (Athle ics) checks made to swim.

the creature is immune to this e fect for the next 24 hours.

56 L | Lamia - Lizardfolk
Lizardfolk Shaman (2) Wereboar (4)

humanoid (survival) humanoid (survival)

1 Tattered Shaman Sta f. Acts as Druidic Focus if repaired 1 Tattered Maul

1 Lizardfolk Hide. No immediate use. Can be carefully cra ted 2 Cursed Tusk. Acts as a shortsword. A humanoid hit by the

(leatherworker’s tools) into a cloak that grants advantage on shortsword must succeed on a DC 12 Cons itu ion saving throw

Strength (Athle ics) checks made to swim. or be cursed with Wereboar lycanthropy. Once the dagger hits a

1 Lizardfolk Heart of Semuanya. Can cast Conjure Animals humanoid, it loses this property, whether or not the curse was

(rep iles only) as a ritual spell. This consumes the heart. Can be passed on.

carefully cra ted (alchemist’s supplies) into a Po ion of 2 Boar Hide. Acts as a small blanket. 2 hides can be cra ted

Polymorph (allows the drinker to change shape as though they (leatherworker’s tools) into a cloak.

had cast the Polymorph spell) that can only change the drinker
Wererat (2)
into a Crocodile.

humanoid (survival)
Lizard King/Queen (4)

1 Tattered Maul
humanoid (survival)

1 Cursed Rat Fang. Acts as a dagger. A humanoid hit by the

1 Tattered Trident dagger must succeed on a DC 11 Cons itu ion saving throw or be

1 Lizardfolk Hide. No immediate use. Can be carefully cra ted cursed with Wererat lycanthropy. Once the dagger hits a

(leatherworker’s tools) into a cloak that grants advantage on humanoid, it loses this property, whether or not the curse was

Strength (Athle ics) checks made to swim. passed on.

1 Crown of the Lizardfolk. Requires attunement. While worn, 1 Rat Pelt. Acts as a blanket. Can be cra ted (leatherworker’s

an attuned creature is immune to the frightened condi ion and tools) into a cloak.

has advantage on Charisma checks made to in luence


Weretiger (4)
Lizardfolk.

1 Demon Heart. While holding the heart, it can be used to cast humanoid (survival)

Plane Shi t as a ritual. Only the creature holding the heart may
1 Tattered Scimitar
shi t. This consumes the heart. When the spell is cast, roll 1d20.
1 Tattered Longbow
On a 1, the bearer is shi ted to Sess’inek’s Layer of the Abyss
1 Cursed Tiger Fang. Acts as a dagger. A humanoid hit by the
instead of the intended des ina ion.
dagger must succeed on a DC 13 Cons itu ion saving throw or
1 Demon Snake Tail. Acts as a whip. Can be mastercra ted
be cursed with Were iger lycanthropy. Once the dagger hits a
(alchemist’s supplies) into a Po ion of Magic Resistance (when
humanoid, it loses this property, whether or not the curse was
consumed, a creature has advantage on saving throws made
passed on.
against spells and magic e fects for 1 hour).
2 Tiger Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to


Lycanthropes
cold damage.

Werebear (5) 1d4 Tiger Claw. Acts as a dagger. The dagger counts as a silvered

weapon for the purposes of overcoming damage immuni ies.


humanoid (survival)

Werewolf (3)
1 Tattered Greataxe

humanoid (survival)
1 Cursed Bear Fang. Acts as a dagger. A humanoid hit by the

dagger must succeed on a DC 14 Cons itu ion saving throw or


1 Tattered Spear
be cursed with Werebear lycanthropy. Once the dagger hits a
1 Cursed Wolf Fang. Acts as a dagger. A humanoid hit by the
humanoid, it loses this property, whether or not the curse was
dagger must succeed on a DC 12 Cons itu ion saving throw or
passed on.
be cursed with Werewolf lycanthropy. Once the dagger hits a
2 Brown Bear Hide. Acts as a blanket. Can be carefully cra ted
humanoid, it loses this property, whether or not the curse was
(leatherworker’s tools) into a cloak that grants resistance to
passed on.
cold damage.
2 Wolf Hide. Acts as a blanket. 2 hides can be cra ted
2d4 Bear Claw. Acts as a dagger. The dagger counts as a silvered
(leatherworker’s tools) into a cloak.
weapon for the purposes of overcoming damage immuni ies.

L | Lizardfolk - Lycanthrope 57
Ice (1/2)
Magmin (1/2)
elemental (arcana)
elemental (arcana)

1 Shard of Elemental Ice. Can be used as a material component


1 Lump of Elemental Magma. Can be used as a material
for a Conjure Minor Elementals spell, reducing the cas ing ime
component for a Conjure Minor Elementals or Conjure
to 1 ac ion. The spell can only summon water or air elementals
Elementals spell, reducing the cas ing ime to 1 ac ion. The spell
when cast this way.
can only summon earth or fire elementals when cast this way.

Magma (1/2)
Manticore (3)
elemental (arcana)
monstrosity (nature)

1 Lump of Elemental Magma. Can be used as a material


1d2 Man icore Wings. Acts as a blanket. Can be cra ted
component for a Conjure Minor Elementals spell, reducing the
(leatherworker’s tools) into a cloak that imposes advantage on
cas ing ime to 1 ac ion. The spell can only summon earth or
Wisdom (animal handling) checks made to tame gri fons and
fire elementals when cast this way.
wyverns.

1d20 Man icore Tail Spikes. Act as darts that deal 1d6 damage Mud (1/4)

instead of 1d4. They break upon use.


elemental (arcana)
1d8 Man icore Teeth. 20 teeth act as a bag of caltrops. Can be

carefully cra ted (jeweler’s tools) into dice. 1 Smear of Elemental Mud. Can be used as a material

component for a Conjure Minor Elementals spell, reducing the


Medusa (6)
cas ing ime to 1 ac ion. The spell can only summon earth or

monstrosity (nature) water elementals when cast this way.

1 Tattered Shortsword Smoke (1/4)

1 Tattered Longbow
elemental (arcana)
1 Head of the Medusa. Any creature who looks at the eyes of the

head while within 30 feet of it is a fected by the spell Stone to 1 Wisp of Elemental Smoke. Can be used as a material

Flesh (Save DC 14). The head can easily be mounted on a shield component for a Conjure Minor Elementals spell, reducing the

or vehicle, or held in such a way that it acts as a 30-foot cone. cas ing ime to 1 ac ion. The spell can only summon fire or air

1 Medusa Heart. No immediate use. Can be mastercra ted elementals when cast this way.

(transmuta ion) by a spellcaster into an amulet that requires


Steam (1/4)
attunement. An attuned creature’s Charisma score is 19 while

they wear the amulet. It has no e fect if the creature’s Charisma elemental (arcana)

is already 19 or higher. Curse. An attuned creature refuses to

1 Pu f of Elemental Steam. Can be used as a material


remove the amulet. A ter 1d10 years, they begin to transform

component for a Conjure Minor Elementals spell, reducing the


into a medusa. The process is slow, but a ter 1d4 months they

cas ing ime to 1 ac ion. The spell can only summon water or
become irredeemable and become an NPC in the control of the

fire elementals when cast this way.


DM.

4d4 Medusa Snakes. Acts as a dagger that deals an addi ional


Merfolk (1/8)
4d6 poison damage. This poison damage ignores the resistance
humanoid (survival)
granted by the petrified condi ion. If a petrified creature takes

25 poison damage from this weapon within 1 hour, the petrified


1 Merfolk Hide. No immediate use. Can be carefully cra ted
condi ion ends for them. Once a snake has delivered its poison,
(leatherworker’s tools) into a very beau iful cloak.
it loses the addi ional poison damage.

Merrow (2)

Mephit monstrosity (nature)

Dust (1/2)
1 Tattered Harpoon

elemental (arcana) 1 Merrow Hide. No immediate use. Can be carefully cra ted

(leatherworker’s tools) into a very menacing cloak.


1 Pinch of Elemental Dust. Can be used as a material
1 Demon Heart. While holding the heart, it can be used to cast
component for a Conjure Minor Elementals spell, reducing the
Plane Shi t as a ritual. Only the creature holding the heart may
cas ing ime to 1 ac ion. The spell can only summon earth or air
shi t. This consumes the heart. When the spell is cast, roll 1d20.
elementals when cast this way.
On a 1, the bearer is shi ted to Demogorgon’s layer of the Abyss

instead of the intended des ina ion.

58 M | Magmin - Merrow
Mimic (2) Duodrone (1/4)

monstrosity (nature) construct (arcana)

No loot. 1 Tattered Javelin

Mind Flayer (7) Tridrone (1/2)

aberra ion (arcana) construct (arcana)

1 Tattered Breastplate 2 Tattered Javelin

2d2 Mind Flayer Tentacles. Can be consumed as an ac ion to


Quadrone (1)
grant Telepathy out to 120 feet for 1 hour.

1 Mind Flayer Brain. Can be communicated telepathically if the construct (arcana)

brain is kept preserved in luid. While preserved this way, the

brain can use its Mind Blast ability. Can be carefully cra ted 1 Tattered Shortbow

(divina ion) by a spellcaster into a grotesque Helm of Telepathy. 1 Cog of Primus. 100 can be mastercra ted ( inker’s tools) into a

2 Mind Flayer Eyes. Can be used to cast Detect Thoughts, which Monodrone

destroys the eye. When cast this way, the spell does not require
Pentadrone (2)
concentra ion but can only be used to detect the presence of

construct (arcana)
thinking creatures as described in the spell, not to read their

thoughts.
10 Cogs of Primus. 100 can be mastercra ted ( inker’s tools) into
1 Mind Flayer Heart. While holding the heart, it can be used to
a Monodrone
cast Plane Shi t as a ritual. Only the creature holding the heart
1 Gyro of Primus. 1000 can be mastercra ted ( inker’s tools) into
may shi t. This consumes the heart. When the spell is cast, roll
a Duodrone
1d20. On a 1, the bearer is sent to the intended des ina ion, but

also transported 1d10 years into the future. Mummy (3)


1 Hive Mind Colony Locator. A small trinket that magically
undead (religion)
points towards the Mind Flayer’s colony.

In Lair. 2d10 Thralls (various races) in the Mind Flayer’s


1 Rot ing Hand. Acts as an improvised weapon. A creature hit by

command
the hand must succeed on a DC 12 Cons itu ion saving throw or

be cursed with mummy rot. The cursed target can’t regain hit
Minotaur (3)
points, and its hit point maximum decreases by 10 (3d6) for
monstrosity (nature)
every 24 hours that elapse. If the curse reduces the target’s hit

point maximum to 0, the target dies, and its body turns to dust.
1 Tattered Greataxe
The curse lasts un il removed by the Remove Curse spell or
2 Minotaur Horns. No immediate use. Can be mastercra ted
other magic. A ter 24 hours, if the Heart of the Mummy s ill
(alchemist’s supplies) into a Po ion that grants the drinker the
exists, the Rot ing Hand becomes a Crawling Claw whose
ability to perfectly recall any path they have traveled for up to 8
attacks gain the proper ies of the Rot ing Hand.
hours. The drinker automa ically succeeds on saving throws
1 Roll of Ceremonial Wrapping. Can be used as a subs itute for
made to escape the Maze spell and similar areas.
the material components of a Create Undead spell. If used this
1 Minotaur Hide. Acts as a blanket. Can be cra ted
way, the spell can create a mummy when cast as an 8th –level
(leatherworker’s tools) into the equivalent of Scale mail.
spell.

1 Heart of the Mummy. Found if the mummy is defeated near its

Modrons sarcophagus. Can be consumed, or used as the material

Note: A Modron’s body disintegrates upon death, destroying most component of a Legend Lore spell, to learn the details of the

of the loot it would have o fered. mummy’s life and compulsions. Can be mastercra ted

(alchemist’s supplies) into a Po ion of Necro ic Resistance.

Monodrone (1/8)

construct (arcana)

1 Tattered Weapon (50% Dagger, 50% Javelin)

M | Mimic - Mummy 59
Mummy Lord (15) Myconid Sprout (0)

plant (nature)
undead (religion)

Myconid Malt. No immediate use. Can be carefully cra ted


2 Rot ing Lord Hands. Acts as an improvised weapon. A creature

(brewer’s supplies) into a delicious beverage that causes the


hit by the hand must succeed on a DC 16 Cons itu ion saving

drinker to become intoxicated (as the poisoned condi ion) for


throw or be cursed with mummy rot. The cursed target can’t

1d4 hours and grants telepathy out to 30 feet for this dura ion.
regain hit points, and its hit point maximum decreases by 10

(3d6) for every 24 hours that elapse. If the curse reduces the
Spore Servant (-1 from creature)
target’s hit point maximum to 0, the target dies, and its body
plant (nature)
turns to dust. The curse lasts un il removed by the Remove

Curse spell or other magic. A ter 24 hours, if the Heart of the


The creature loses any loot related to its weapons, and any loot
Mummy Lord s ill exists, the Rot ing Hand becomes a Crawling
that would confer a special sense or language associated with
Claw whose attacks gain the proper ies of the Rot ing Hand.
the creature
3 Rolls of Ceremonial Wrapping. Can be used as a subs itute

for the material components of a Create Undead spell. If used Myconid Adult (1/2)
this way, the spell can create a mummy when cast as an 8th –
plant (nature)
level spell.

1 Set of Ancient Regalia. Priceless to a historian interested in


Myconid Malt. No immediate use. Can be carefully cra ted

the mummy lord’s ime period. Grants advantage on Charisma


(brewer’s supplies) into a delicious beverage that causes the

checks made to in luence mummies and other creatures aware


drinker to become intoxicated (as the poisoned condi ion) for

of the mummy lord’s status.


1d4 hours and grants telepathy out to 30 feet for this dura ion.

1 Ancient Crown. Priceless to a historian interested in the

mummy lord’s ime period. Requires attunement. While Myconid Sovereign (2)

attuned to the crown, a creature can use their ac ion to channel plant (nature)

the forces of the nega ive energy plane. Un il the end of the

creature’s next turn, any other creature within 60 feet, Myconid Malt. No immediate use. Can be carefully cra ted

including those behind barriers and around corners, can’t (brewer’s supplies) into a delicious beverage that causes the

regain hit points. Once this ability has been used, it cannot be drinker to become intoxicated (as the poisoned condi ion) for

used again un il the next dawn. 1d4 hours and grants telepathy out to 30 feet for this dura ion.

4 Vials of Mummy Lord Dust. Acts as Dust of Sneezing and Sovereign Malt. No immediate use. Can be carefully cra ted

Choking. Can be mastercra ted (evoca ion) by a spellcaster into (brewer’s supplies) into a fantas ically delicious beverage that

a totem that can be crushed to cast Dimension Door. causes the drinker to become intoxicated (as the poisoned

2 Eyes of the Mummy Lord. Can be consumed to gain immunity condi ion) for 1d8 hours. At the end of this ime, the drinker

to bludgeoning, slashing, and piercing damage from must make a DC 12 Cons itu ion save or drop to 0 hit points,

nonmagical weapons for 1 hour. During this ime, the user is remaining stable but unconscious. If they do not receive

vulnerable to fire damage. Can be mastercra ted (alchemist’s magical healing within 24 hours, they die and rise as a spore

supplies) into Mummy Lord Poison. A creature subjected to this servant.

poison must succeed on a DC 16 Cons itu ion saving throw or

be poisoned for 1 hour. The poisoned creature is paralyzed. The

creature can repeat the saving throw at the end of each of its

turns, ending the e fect on itself on a success.

1 Tongue of the Mummy Lord. Can be used to cast Contagion

(+9 to hit, save DC 17), in lic ing Slimy Doom. Once the disease

has been in licted upon a creature, the tongue shrivels and

becomes useless.

1 Vial of Sacred Mummy Oil. Can be used as a subs itute for the

material components of a Create Undead spell. If the spell is

cast at 9th level on the same corpse for 60 con inuous days,

with the oil used as the material component of the spell on the

final day, the corpse becomes a Mummy Lord. It retains its

personality, goals, and memories from life, and is not bound to

serve the spellcaster. It may, however, be convinced that the

caster should be rewarded for their service and devo ion.

1 Heart of the Mummy Lord. This item is not found with the

Mummy Lord unless the check made to loot the body was made

in the Mummy Lord’s lair and was a 30 or higher. At the DM’s

discre ion, this loot may simply be a clue to the heart’s true

loca ion, not the heart itself. Can be used as the material

component of a Legend Lore spell to learn the details of the

mummy’s life and compulsions (this does not destroy the

heart). If not destroyed, the Mummy Lord reforms in 24 hours.

Any body parts of the Mummy Lord that have been looted

crumble into dust, except the Rot ing Lord Hands, which

remain as Crawling Claws. The Mummy Lord grows new hands

with its body.

Myconids

60 M | Mummy Lord - Myconid


Nightmare (3)

Nagas fiend (religion)

Bone Naga (4) 1d4 Nightmare Hooves. Acts as a hammer. Can be carefully

cra ted (jeweler’s tools) into 1d6 dice. These dice grant
undead (religion)
advantage to gaming set checks made to determine the

2d4 Naga Fangs. Acts as a dagger that deals an addi ional 1d6 outcome of a dice game, but only when the user cheats to win

poison damage on a hit. the game.

2d4 Naga Bones. Can be used as the material component to an 1 Demon Heart. While holding the heart, it can be used to cast

Augury spell. Can be cra ted (alchemist’s supplies) into a Po ion Plane Shi t as a ritual. Only the creature holding the heart may

of Poison Resistance. shi t. This consumes the heart. When the spell is cast, roll 1d20.

On a 1, the bearer is shi ted to a random loca ion in the lower


Guardian Naga (10)
planes instead of the intended des ina ion.

monstrosity (nature) 1d4 Motes of Unholy Fire. Strange fire that can be bottled like a

liquid. Casts light like a torch. Draws undead towards it. The

3d4 Naga Fangs. Acts as a dagger that deals an addi ional 1d6
fire will licker out in 1d6 hours, but adding a drop of blood to it

poison damage on a hit.


will extend the ime limit by 1 hour.

1 Guardian Naga Tail. Acts as a whip. A creature holding the tail

can destroy it as an ac ion. When the tail is destroyed, it casts Nothic (2)

Flame Strike centered on the tail. The creature is considered aberra ion (arcana)

within the area of the spell.

2 Naga Eyes. Can be consumed as an ac ion. If a creature dies 1 Nothic Eye. As an ac ion, a creature holding the eye can force

within 1 minute of consuming the eye, the creature returns to another creature within 30 feet to make a DC 12 Cons itu ion

life in 1d6 days and regains all their hit points. Only a Wish saving throw. On a failure, the target takes 3d6 necro ic

spell can prevent this trait from func ioning. damage. Can be carefully cra ted (alchemist’s supplies) into a

2d10 Naga Scales. No immediate use. 15 of these can be carefully Po ion of Truesight, which confers Truesight out to 120 feet.

cra ted (smith’s tools) into Scale Mail that requires attunement. Can be mastercra ted by a spellcaster (divina ion) into a sta f

An attuned creature gains proficiency in a saving throw of their that requires attunement. An attuned creature can use its

choice. The saving throw is determined when the attunement is ac ion to force a contest between its Wisdom (Insight) and a

made and can only be changed by re-attuning to the object. creature’s Charisma (Decep ion) within 30 feet. If the attuned

2d4 Naga Bones. Can be used as the material component to an creature wins, it magically learns one fact or secret about the

Augury spell. Can be cra ted (alchemist’s supplies) into a Po ion target. The target automa ically wins if it is immune to being

of Poison Resistance. charmed.

1d4 Nothic Claws. Acts as a dagger. 4 of these can be


Spirit Naga (8)
mastercra ted (smith’s tools) into a shortsword that deals an

monstrosity (nature) addi ional 1d6 necro ic damage on a hit.

2d4 Naga Fangs. Acts as a dagger that deals an addi ional 1d6

poison damage on a hit.

1 Spirit Naga Tail. Acts as a whip. A creature holding the tail can

destroy it as an ac ion. When the tail is destroyed, it casts

Lightning Bolt, origina ing from the tail in the direc ion of the

creature’s choice. The creature is also considered within the

area of the spell.

1d2 Naga Eyes. Can be consumed as an ac ion. If a creature dies

within 1 minute of consuming the eye, the creature returns to

life in 1d6 days and regains all their hit points. Only a Wish

spell can prevent this trait from func ioning.

2d10 Naga Scales. No immediate use. 15 of these can be carefully

cra ted (smith’s tools) into Scale Mail that requires attunement.

An attuned creature gains proficiency in a saving throw of their

choice. The saving throw is determined when the attunement is

made and can only be changed by re-attuning to the object.

2d4 Naga Bones. Can be used as the material component to an

Augury spell. Can be cra ted (alchemist’s supplies) into a Po ion

of Poison Resistance.

N | Naga - Nothic 61
Gray Ooze (1/2)
Ogre (2)
ooze (arcana)
giant (survival)

1d4 vials of Grey Mush. Can be thrown using a stone


1d4 Giant’s Toes. No immediate use. Sought as trophies by
mechanism. Make a ranged weapon attack. On a hit, s icks to
hunters and heroes, and can be sold for a good price to
target for 2 rounds, dealing 7 acid damage a round and
collectors or admirers.
lowering the target’s AC permanently by 1. It will also eat
1 Ogre Heart. No immediate use. Can be mastercra ted
though up to 6 inches of nonmagical metal.
(transmuta ion) by a spellcaster into Gauntlets of Ogre

Strength. Ochre Jelly (2)

ooze (arcana)
Half-Orge (1)

giant (survival) 2d4 Dollops of Orange Jelly. Can be thrown using a non-organic

mechanism. Make a ranged weapon attack. On a hit, s icks to


1d4 Giant’s Toes. No immediate use. Sought as trophies by
target for 2 rounds, dealing 3 acid damage a round. Can be
hunters and heroes, and can be sold for a good price to
carefully cra ted (alchemist’s supplies) into a po ion of
collectors or admirers.
lightning immunity (1 hour)

Oni (7)
Orc (1/2)

giant (survival)
humanoid (survival)

1 Glaive. counts as a magic weapon, resizes to fit the wielder.


1 Tattered Hide Armor

2d4 Items in a Giant’s Bag


1 Tattered Greataxe

2d4 Giant’s Toes. No immediate use. Sought as trophies by


1 Tattered Javelin

hunters and heroes, and can be sold for a good price to


1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty
collectors or admirers.
hunters and adventurers
1d2 Oni Eyes. Requires attunement. A creature attuned to the eye

can speak Giant, and regains 1 hit point at the start of its turn if Orc War Chief (4)

it has at least 1 hit point. Can be mastercra ted (alchemist’s


humanoid (survival)
supplies) into a Po ion of Polymorph (allows the drinker to

change shape as though they had cast the Polymorph spell). 1 Tattered Chain Mail

1d10 Oni Teeth. A creature holding the tooth can crush it to cast 1 Tattered Greataxe

Invisibility on themselves, without requiring concentra ion. 1 Tattered Spear

1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty

Oozes hunters and adventurers

1 Orc Le t Eye of Fur y. No immediate use. Can be cra ted

Black Pudding (4) (alchemist’s supplies) into a Po ion of Gruumsh’s Fury (grants

ooze (arcana) an extra 1d8 damage to all melee attacks for one hour, ends

early if the user doesn’t take an attack ac ion against a creature

4d4 Gobs of Black Goo. Can be thrown using a stone for more than 5 consecu ive rounds)

mechanism. Make a ranged weapon attack. On a hit, s icks to 1 Orc War Chief ’s Head. When held, grants advantage on

target for 3 rounds, dealing 18 acid damage a round and Charisma (In imida ion) checks made against Orcs. Can be

lowering the target’s AC permanently by 1. It will also eat carefully cra ted (alchemist’s supplies) into a Po ion of

though up to 6 inches of nonmagical metal or wood. Aggression (grants the user the ability to dash towards a hos ile

creature as a bonus ac ion on their turn, lasts one hour).


Gelatinous Cube (2)
1 Bone Medallion of the War Chief. Requires attunement.

ooze (arcana)
While attuned, a creature has advantage on attack rolls made

against Elves. Curse. Elves cannot be friendly towards the


2d4 Hunks of Blue Gel. Can be thrown using a stone or metal
attuned creature, at best ac ing indi ferent. Addi ionally,
mechanism. Make a ranged weapon attack. On a hit, s icks to
ranged attack rolls made by elves have advantage against the
target for 5 rounds, dealing 10 acid damage a round.
attuned creature.

1 Orc Map of Conquest. Details settlements and caravans

recently raided, and lists at least three that were soon to be

attacked. Could also list the territory of other Orc tribes.

62 O | Ogre - Orc
Orc Eye of Gruumsh (2) Otyugh (5)

humanoid (survival) aberra ion (arcana)

1 Tattered Ring Mail 2 Otyugh Tentacles. acts as a whip that deals 1d8 bludgeoning

1 Tattered Shield damage and 1d4 piercing damage on a hit. It has the Heavy

1 Tattered Spear property instead of the Light property.

1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty 1 Otyugh Eyestalk. No immediate use. Can be carefully cra ted

hunters and adventurers (divina ion) by a spellcaster into an amulet that requires

1 Orc Le t Eye of Fur y. No immediate use. Can be cra ted attunement. An attuned creature can magically transmit

(alchemist’s supplies) into a Po ion of Gruumsh’s Fury (grants simple messages and images to any creature within 120 feet of

an extra 1d8 damage to all melee attacks for one hour, ends it that can understand a language. This form of telepathy

early if the user doesn’t take an attack ac ion against a creature doesn't allow the receiving creature to telepathically respond.

for more than 5 consecu ive rounds) 1 Otyugh Stomach. Acts as a bag. Can be carefully cra ted

1 Heart of Gruumsh. Can cast Augury as a ritual. This consumes (transmuta ion) by a spellcaster into a Bag of Holding.

the heart, and the results of the Augury always favor the most 1d10 Otyugh Teeth. Acts as a dagger. If the dagger hits a

aggressive course of ac ion. creature, the creature must succeed on a DC 15 Cons itu ion

saving throw against disease or become poisoned un il the


Orog (2)
disease is cured. Every 24 hours that elapse, the target must

humanoid (survival) repeat the saving throw, reducing its hit point maximum by 5

(1d10) on a failure. The disease is cured on a success. The target


1 Tattered Plate Armor
dies if the disease reduces its hit point maximum to 0. This
1 Tattered Greataxe
reduc ion to the target's hit point maximum lasts un il the
1d4 Tattered Javelin
disease is cured. A ter the dagger hits a creature, it loses this
1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty
property, even if the disease was not transmitted.
hunters and adventurers

1 Orog Head. When held, grants advantage on Charisma Owlbear (3)

(In imida ion) checks made against Orcs.


monstrosity (nature)

1 Orc Map of Conquest. Details settlements and caravans

recently raided, and lists at least three that were soon to be 1d8 Owlbear Feathers. No immediate use. Can be cra ted

attacked. Could also list the territory of other Orc tribes. (calligrapher's supplies) into a pen, or carefully cra ted

(woodcarver’s tools) into 2 arrows.

1 Owlbear Hide. Acts as a blanket. Can be cra ted

(leatherworker’s tools) into a cloak.

1d8 Owlbear Claws. Acts as a dagger.

O | Orc - Owlbear 63
Pseudodragon (1/4)
Pegasus (2)
dragon (nature)

celes ial (religion)

1 Vial Pseudodragon Venom. Can be applied to a weapon. When


1d4 Pegasus Hooves. Acts as a hammer. Can be carefully
the weapon successfully hits a creature within 1 minute of the
cra ted (jeweler’s tools) into 1d6 dice. These dice grant
poison being applied, the target must succeed on a DC 11
advantage to gaming set checks made to determine the
Cons itu ion saving throw or become poisoned for 1 hour. If the
outcome of a dice game, but only when the user did not cheat
saving throw fails by 5 or more, the target falls unconscious for
in any way at the game.
the same dura ion, or un il it takes damage or another creature
1d4 Pegasus Feathers. No immediate use. Can be cra ted
uses an ac ion to shake it awake.
(calligrapher's supplies) into a pen, or carefully cra ted

(woodcarver’s tools) into 2 arrows. Arrows made from Pegasus Purple Worm (15)

Feathers deal an addi ional 1d8 radiant damage when they


monstrosity (nature)

strike Fiends, or 1d12 radiant damage if they strike a

Nightmare. 3d10 Purple Worm Teeth. Acts as a Warhammer. Can be

carefully cra ted (smith’s tools) into a Maul. 20 of these can be

Peryton (2) carefully cra ted (carpenter’s tools) into a throne that grants

advantage to In imida ion checks made by a creature sit ing in


monstrosity (nature)

the throne.

1d2 Per yton Antlers. No immediate use. Can be consecrated (no 6d12 Purple Worm Scales. Acts as a shield. 7 of these can be

cra ing required) into a druidic focus by a druid. The focus mastercra ted (smith’s tools) into a set of Plate Armor that

requires attunement, and a druid attuned to the focus may cast grants resistance to acid damage. 50 of these can be carefully

Bestow Curse once per day. Curse. A creature attuned to the cra ted into a Warship that gains an AC of 18 and a damage

focus loses its shadow, and is vulnerable to necro ic damage. threshold of 25.

1d4 Per yton Feathers. No immediate use. Can be cra ted 5 Vials of Purple Worm Poison. Can be applied to a weapon or a

(calligrapher's supplies) into a pen, or carefully cra ted piece of ammuni ion as an ac ion. A creature hit by the

(woodcarver’s tools) into 2 arrows. If a Peryton-feathered arrow poisoned weapon or ammuni ion must make a DC 19

is used to make an attack against a humanoid while the Cons itu ion saving throw, taking 42 (12d6) poison damage on a

attacker is in hiding, the attack does not give away the failed save, or half as much damage on a successful one.

attacker’s loca ion on a miss. 1 Purple Worm Stomach Lining. No immediate use. Can be

carefully cra ted (leatherworker’s tools) into 4 sets of leather


Piercer (1/2)
armor that grants acid resistance when worn. Can be cra ted

monstrosity (nature) (leatherworker’s tools) into a Huge tent that is immune to acid

damage.
1 Piercer Hide. No Immediate use. Can be cra ted

(leatherworker’s tools) into a cloak that grants advantage on

stealth checks made to hide in rocky terrain.

Pixie (1/2)

fey (religion)

1 Pinch of Pixie Dust. When sprinkled on a creature, roll 1d10.

d10 Result
1-7 The creature gains a flying speed of 60 feet for 1
hour.
8 The creature must succeed on a DC 11 Constitution
saving throw or fall unconscious for 1 minute. The
creature awakens if it takes damage or if it is shaken
or slapped as an action.
9 The creature must succeed on a DC 11 Wisdom
saving throw or be affected by a confusion spell.
10 The creature becomes invisible for 1 hour. Any
equipment it is wearing or carrying is invisible as long
as it is on the creature's person. The effect on the
creature ends if it attacks, deals any damage, or casts
a spell.

64 P | Pegasus - Purple Worm


Quaggoth (2)

humanoid (survival)

1d4 Quaggoth Claw. Acts as a Scimitar. When used as a climbing

tool, grants advantage on Strength (Athle ics) checks made to

climb.

1 Quaggoth Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into hide armor that requires

attunement. While a creature attuned to the armor is at 10 hit

points or fewer, the creature gains advantage on melee attack

rolls, and deals an extra 2d6 damage to any target it hits with a

melee attack.

Q | Quaggoth 65
Remorhaz (11)
Rakshasa (13)
monstrosity (nature)
fiend (religion)

6d10 Remorhaz Legs. Delicious, like pre-cooked crab legs. Can be


1d4 Vials of Hellish Ichor. No immediate use. Forms into a
carefully cra ted (cook’s utensils) into a meal that grants
Lemure a ter 1d10 days, unless the devil was killed by a good-
resistance to cold and fire damage for 8 hours. One leg feeds
aligned creature with Bless cast upon it, or if the ichor is
one medium creature.
splashed with holy water.
1 Adult Remorhaz Heat Gland. Di ficult to handle, deals 10 (3d6)
2d4 Rakshasa Fangs. 20 acts as a bag of caltrops. Can be
fire damage per round to any organic or metal material in
carefully cra ted (jeweler’s tools) into dice that are immune to
contact with it. Can be mastercra ted (alchemist’s supplies) into
any magical e fect that could change their outcome.
a po ion that grants immunity to cold damage for 24 hours.
2 Rakshasa Eyes. If consumed as an ac ion, grants Darkvision
1 Adult Remorhaz Carapace. Acts as a shield. Can be carefully
out to 60 feet for 10 minutes. This darkvision is not impeded by
cra ted (smith’s tools) into plate armor that grants its wearer
magical darkness. Can be mastercra ted (Jeweler’s Tools) into
resistance to fire damage.
an amulet or circlet that requires attunement, and can be used
2d2 Remorhaz Antennae. No immediate use. Can be carefully
to cast True Seeing once per day.
cra ted (alchemist’s supplies) into a Po ion of Tremorsense
1 Rakshasa Pelt. Acts as a blanket. Can be mastercra ted
(grants Tremorsense to 60 feet for 1 hour).
(leatherworker’s tools) into Leather Armor of Invulnerability.
1 Remorhaz Stomach. No immediate use. Can be carefully
This func ions as Armor of Invulnerability, except that when it
cra ted (leatherworker’s tools) into a set of leather armor that
is ac ivated it does not grant immunity to piercing damage
grants acid resistance when worn. Can be cra ted
from magic weapons wielded by good creatures.
(leatherworker’s tools) into a large tent that is immune to acid
2 Rakshasa Hands. A creature holding the hand can use an
damage.
ac ion to cast Globe of Invulnerability, which lasts for the full

dura ion without requiring concentra ion. This destroys the Young Remorhaz (5)

hand. Can be mastercra ted (divina ion) by a spellcaster into a


monstrosity (nature)
stand that holds a Crystal Ball. Any Crystal Ball placed in the

stand can cast Dominate Person through its sensor. This 2d10 Remorhaz Legs. Delicious, like pre-cooked crab legs. Can be

property can be used once per day. carefully cra ted (cook’s utensils) into a meal that grants

2d4 Rakshasa Claws. Acts as a dagger. On a hit, the target is resistance to cold and fire damage for 8 hours. One leg feeds

cursed if it is a creature. The magical curse takes e fect one medium creature.

whenever the target takes a short or long rest, filling the target's 1 Young Remorhaz Heat Gland. Di ficult to handle, deals 7 (2d6)

thoughts with horrible images and dreams. The cursed target fire damage per round to any organic or metal material in

gains no benefit from finishing a short or long rest. The curse contact with it. Can be mastercra ted (alchemist’s supplies) into

lasts un il it is li ted by a remove curse spell or similar magic. a po ion that grants immunity to cold damage for 8 hours.

Once the claw has passed on the curse, it loses this property. 1 Young Remorhaz Carapace. Acts as a shield. Can be carefully

1 Rakshasa Tongue. No immediate use. Can be mastercra ted cra ted (smith’s tools) into half plate armor that grants its

(transmuta ion) into an amulet that requires attunement. An wearer resistance to fire damage.

attuned creature has advantage on saving throws against spells 1d2 Remorhaz Antennae. No immediate use. Can be carefully

and magical e fects, and can cast Disguise Self from the amulet cra ted (alchemist’s supplies) into a Po ion of Tremorsense

at will. (grants Tremorsense to 60 feet for 1 hour).

1 Tome of Vengeance. Contains extensive details of the last

person to slay this Rakshasa, including informa ion about

rela ives and close friends. Obsessive and massive in scope.

1 Set of Fine Clothing. made of infernal cloth that is immune to

fire damage and worth 100 GP.

66 R | Rakshasa - Remorhaz
Revenant (5) Roc (11)

undead (religion) monstrosity (nature)

1 Tattered Leather Armor 1 Roc Beak. No immediate use. Can be carefully cra ted (smith’s

1 Revenant Heart. Beats whenever the revenant is within 60 feet, tools) into a greataxe or helmet, both of which require

no matter what body the revenant inhabits. Can be carefully attunement. An attuned creature gains proficiency in Wisdom

cra ted (necromancy) into an amulet that requires attunement (percep ion) checks, as well as on Dexterity, Cons itu ion,

by an undead creature. An attuned creature is immune to Wisdom, and Charisma saving throws, if they don’t have

e fects that turn undead. proficiency already. A creature without proficiency with

1 Revenant Eye of Vengeance. A creature holding the eye can greataxes or heavy armor cannot attune to the item. The bearer

use an ac ion to target one creature within 30 feet that it can of this item (cra ted or plain) has advantage on Charisma

see and that was the subject of the revenant’s vengeance. The checks made to in luence giants.

target must make a DC 15 Wisdom saving throw. On a failure, 2d4 Roc Talons. Acts as a war pick. The bearer of this item has

the target is paralyzed un il it takes damage, or un il the end of advantage on Charisma checks made to in luence giants.

the user’s next turn. When the paralysis ends, the target is 2 Roc Eye. No immediate use. Can be carefully cra ted

frightened of the eye for 1 minute. The frightened target can (transmuta ion) by a spellcaster into Eyes of the Eagle. The

repeat the saving throw at the end of each of its turns, with bearer of this item (cra ted or plain) has advantage on

disadvantage if it can see the eye, ending the frightened Charisma checks made to in luence giants.

condi ion on itself on a success. Once the target is paralyzed in 1 Roc Heart. No immediate use. Can be carefully cra ted

this way, the eye loses this property. (divina ion) by a spellcaster into an amulet. The amulet glows

1 Revenant Eye of Hun ing. Requires attunement. An attuned when a Huge or larger creature comes within 120 feet. The

creature holding the eye knows the distance to and direc ion of bearer of this item (cra ted or plain) has advantage on

any creature against which the revenant sought revenge, even if Charisma checks made to in luence giants.

the creature and the revenant are on di ferent planes of 5d10 Roc Feathers. Acts as a dagger. 20 of these can be

existence. If the eye is allowed to see one of its targets, it loses mastercra ted (leatherworker’s tools) into Wings of Flying. The

this property. bearer of this item (cra ted or plain) has advantage on

2d4 Hunks of Revenant Flesh. Slowly grows back over ime. A Charisma checks made to in luence giants.

creature can use this lesh as a source of food, one hunk will
Roper (5)
grow enough to feed one medium creature per day. However,

each day at dawn, a creature who has eaten the food must monstrosity (nature)

make a DC 15 Cons itu ion saving throw vs poison. If the saving


1 Roper Hide. No immediate use. Can be carefully cra ted
throw fails, the creature takes 14 (4d6) poison damage and gains
(leatherworker’s tools) into hide armor that grants advantage
one level of exhaus ion. If a creature who the revenant has
on stealth checks made to hide in rocky terrain.
sworn vengeance against makes the saving throw, they take 14
3d2 Roper Tendril. Acts as 50 t of rope with AC 20 and 10 hit
poison damage and gain one level of exhaus ion on a success.
points.
On a failure, they drop to 0 hit points and are dying.
1d10 Roper Teeth. 20 teeth act as a bag of caltrops. Can be

carefully cra ted (jeweler’s tools) into dice.

1 Roper Eye. No immediate use. Can be cra ted (alchemist’s

supplies) into a Po ion of Darkvision (grants darkvision out to

60 t for one hour) or carefully cra ted (alchemist’s supplies)

into a Po ion of Spider Climb (grants the ability to climb

di ficult surfaces, including ceilings, without needing to make

an ability check).

Rust Monster (1/2)

monstrosity (nature)

1d2 Rust Monster Antennae. Can be used as an improvised

weapon. On a hit, if the target is wearing nonmagical metal

armor or a nonmagical metal shield, its AC is permanently

lowered by 1. If the antennae is touched to a nonmagical

weapon, the weapon receives a permanent -1 to damage rolls. If

the target is not a weapon or armor, the antennae destroys up

to a 1-foot cube of nonmagical metal. The Antennae can be used

to rust an object once before it loses this property.

R | Revenant - Rust Monster 67


Salamander (5)
Sahuagin (1/2)
elemental (arcana)
humanoid (survival)

1 Heated Spear. Acts as a spear that deals an addi ional 1d6 Fire
1 Tattered Spear
damage on a hit.
1 Sahuagin Fin. No immediate use. Can be cra ted (alchemist’s
1 Salamander Hide. Acts as a very warm blanket. Can be
supplies) into a Po ion of Animal Friendship that only a fects
mastercra ted (leatherworker’s tools) into a cloak that grants
creatures with a swim speed.
immunity to Fire damage.

1d4-2 Fire Snake Eggs. A 2-foot black obsidian sphere that is


Sahuagin Priestess (2)
very heavy and di ficult to touch. A creature touching the egg
humanoid (survival)
takes 1d6 fire damage per round. If placed in a fire and not

removed for 3 months, hatches into a Fire Snake. The Fire


1 Sahuagin Fin. No immediate use. Can be cra ted (alchemist’s
Snake is not hos ile to the first creature it sees, and can be
supplies) into a Po ion of Animal Friendship that only a fects
trained if kept away from Salamander culture. However, it
creatures with a swim speed.
retains its alignment and is very di ficult to train.
1 Sahuagin Fish Maw of Sekolah. A creature holding the fish
2d2 Motes of Elemental Fire. Appears as a rock that glows
maw can cast Hold Person (save DC 12) using the fish maw as
dimly. If dropped into an open lame, casts Faerie Fire centered
the material component for the spell. This consumes the fish
on the mote. Can be used as the material component of a
maw.
Commune spell to contact a deity in the Elemental Plane of

Sahuagin Baron (5) Fire. Using either of these abili ies destroys the mote.

humanoid (survival)
Fire Snake (1)

1 Tattered Breastplate elemental (arcana)

1 Tattered Trident

1d2 Motes of Elemental Fire. Appears as a rock that glows


2 Sahuagin Fin. No immediate use. Can be cra ted (alchemist’s
dimly. If dropped into an open lame, casts Faerie Fire centered
supplies) into a Po ion of Animal Friendship that only a fects
on the mote. Can be used as the material component of a
creatures with a swim speed.
Commune spell to contact a deity in the Elemental Plane of
1d4 Hand of a Sahuagin Baron. If placed on the ground, crawls
Fire. Using either of these abili ies destroys the mote.
towards the nearest place where blood was spilled within the

last 24 hours. It can sense a blood spill up to 600 feet away. 3 of


Satyr (1/2)
these can be carefully cra ted (leatherworker’s tools) into a map
fey (religion)
that automa ically marks the loca ion of a murder that occurs

within 1 mile of the map. The map magically draws the loca ion
1d2 Satyr’s Horn. No immediate use. Can be carefully cra ted
and the surrounding area. The marks last for 24 hours a ter the
(woodcarver’s tools) into one of the following items:
murder occurs.
A smoking pipe that creates pleasant smoke. Once per day, the
1 Sahuagin Baron Head. When held, grants advantage on
user may cast Charm Person (save DC 13) on a target breathing
Charisma (In imida ion) checks made to in luence Sahuagin.
the smoke.
Can be carefully cra ted (smith’s tools) into a Sahuagin Skull
A lute that plays gentle music. Once per day, the user may play
Lantern. Sahuagin in the light of the lantern must succeed on a
the lute, and any creature within 60 feet that can hear the lute
DC 14 Wisdom saving throw or be hypno ized by the lantern, as
must succeed on a DC 13 Wisdom saving throw or fall asleep
if they had been a fected by a Hypno ic Pattern spell. This also
and become unconscious for 1 minute. The a fect ends if the
a fects Malen i.
creature takes damage or is shaken awake, or if the user doesn’t
1 Sahuagin Baron Heart. No immediate use. Can be
use their ac ion that round to con inue to play the lute.
mastercra ted (alchemist’s supplies) into a Po ion of Elven
A small horn that creates a frighteningly loud sound. Once
Enmity (grants advantage on attack rolls made against elves,
per day, the user may blow into the horn and cast Fear (save DC
and advantage on saving throws made against an e fect
13).
origina ing from elves for 1 hour).

Scarecrow (1)

construct (arcana)

1 Hag’s Soul Stone. Contains the soul of an evil creature.

Destroying the stone puts the creature’s soul to rest. Can be

carefully cra ted by a spellcaster (Transmuta ion) into a

Scarecrow. The Scarecrow has a 50% chance of disobeying non-

evil commands.

68 S | Sahuagin - Scarecrow
Shadow (1/2) Minotaur Skeleton (2)

undead (religion) undead (religion)

1 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these 1 Tattered Greataxe

can be carefully cra ted (Evoca ion) by a spellcaster into a 1d2 Minotaur Horns. No immediate use. Can be mastercra ted

Shadow Crossing, a portal that leads to the Shadowfell. The (alchemist’s supplies) into a Po ion that grants the drinker the

portal is permanently a fixed to the loca ion where it is cra ted. ability to perfectly recall any path they have traveled for up to 8

20 of these can be mastercra ted (transmuta ion) by a hours. The drinker automa ically succeeds on saving throws

spellcaster into a Portable Hole. made to escape the Maze spell and similar areas.

1 Desecrated Minotaur Skull. Acts as an arcane focus when


Shambling Mound (5)
cas ing Necromancy spells.

plant (nature)
Warhorse Skeleton (1/2)

1 Shambling Mound Root-Stem. When held by a creature, that


undead (religion)

creature gains resistance to lightning damage as the stem

draws the energy towards it. Can be mastercra ted (abjura ion) 1 Desecrated Horse Skull. Acts as an arcane focus when cas ing

by a spellcaster into an amulet of lightning absorp ion, which Necromancy spells.

requires attunement. An attuned creature is immune to

lightning damage, and if it would take lightning damage, it


Slaadi
instead regains hit points equal to the damage that would have

been dealt. Tadpole (1/8)

4d8 Shambling Mound Vines. Acts as a whip. Can be cra ted


aberra ion (arcana)

(alchemist’s supplies) into a Po ion of Fire Resistance or a

Po ion of Cold Resistance. 1 Slaad Egg. No immediate use. If ingested by a humanoid, the

egg causes a disease in the host. Over three months, the egg
Shield Guardian (7)
moves to the chest cavity, gestates, and forms a slaad tadpole. In

construct (arcana) the 24-hour period before giving birth, the host starts to feel

unwell, its speed is halved, and it has disadvantage on attack


1 Shield Guardian Helm. Requires attunement. An attuned
rolls, ability checks, and saving throws. At birth, the tadpole
creature gains blindsight out to 10 feet.
chews its way through vital organs and out of the host's chest
1 Set of Shield Guardian Armor. Acts as splint armor. A
in 1 round, killing the host in the process. If the disease is cured
creature wearing the armor has advantage on saving throws
before the tadpole's emergence, the unborn slaad is
made to avoid the frightened condi ion.
disintegrated.
2 Shield Guardian Gauntlets. Acts as a shield. A creature

wearing the gauntlet gains the attack ac ion of hit ing an Red Slaadi (5)

enemy with the gauntleted fist, dealing 1d6 bludgeoning


aberra ion (arcana)

damage on a hit.

1 Rune of Rebuilding. Etched onto a scrap of metal. A creature 2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the

holding the rune can cast Mending from it at will. If the metal egg causes a disease in the host. Over three months, the egg

is used as a component in a vessel, vehicle, or mechanical moves to the chest cavity, gestates, and forms a slaad tadpole. In

crea ion, the item regains 10 hit points each round as long as it the 24-hour period before giving birth, the host starts to feel

has at least 1 hit point. unwell, its speed is halved, and it has disadvantage on attack

1 Spell Gem. Can store one spell of 4th level or lower. To do so, rolls, ability checks, and saving throws. At birth, the tadpole

the user must cast the spell on the gem. The spell has no e fect chews its way through vital organs and out of the host's chest

but is stored within the gem. When commanded to do so by the in 1 round, killing the host in the process. If the disease is cured

creature holding the gem or when a situa ion arises that was before the tadpole's emergence, the unborn slaad is

predefined by the spellcaster, the gem casts the stored spell disintegrated.

with any parameters set by the original caster, requiring no 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60

components. When the spell is cast or a new spell is stored, any feet for one hour. At the end of this ime, the user must roll on

previously stored spell is lost. the Wild Magic table (PHB pg. 104).

1 Shield Guardian Control Amulet. Usually found as loot on 1d4 Red Slaad Claws. Acts as a dagger. If unused, can be

the creature controlling the Shield Guardian. Confers full mastercra ted (jeweler’s tools) into a device similar to a

control over the Shield Guardian. hypodermic needle, which can be used to inject liquids directly

into a creature’s bloodstream.


Skeleton (1/4)
1 Control Gem. No immediate use. Can be used to control the

undead (religion) Slaad whose head it inhabits if removed by 9th level magic or

careful surgery, without killing the Slaad. Can be crushed as a


1 Tattered Shortsword
reac ion to negate one roll on the Wild Magic Table.
1 Tattered Shortbow

1 Desecrated Skull. Acts as an arcane focus when cas ing

Necromancy spells.

S | Shadow - Slaadi 69
Blue Slaadi (7) Green Slaadi (8)

aberra ion (arcana) aberra ion (arcana)

1d4 Slaad Egg. No immediate use. If ingested by a humanoid, the 1d4 Slaad Egg. No immediate use. If ingested by a humanoid, the

egg causes a disease in the host. Over three months, the egg egg causes a disease in the host. Over three months, the egg

moves to the chest cavity, gestates, and forms a slaad tadpole. In moves to the chest cavity, gestates, and forms a slaad tadpole. In

the 24-hour period before giving birth, the host starts to feel the 24-hour period before giving birth, the host starts to feel

unwell, its speed is halved, and it has disadvantage on attack unwell, its speed is halved, and it has disadvantage on attack

rolls, ability checks, and saving throws. At birth, the tadpole rolls, ability checks, and saving throws. At birth, the tadpole

chews its way through vital organs and out of the host's chest chews its way through vital organs and out of the host's chest

in 1 round, killing the host in the process. If the disease is cured in 1 round, killing the host in the process. If the disease is cured

before the tadpole's emergence, the unborn slaad is before the tadpole's emergence, the unborn slaad is

disintegrated. disintegrated.

1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60

feet for one hour. At the end of this ime, the user must roll on feet for one hour. At the end of this ime, the user must roll on

the Wild Magic table (PHB pg. 104). the Wild Magic table (PHB pg. 104).

2d4 Slaad Claws. Acts as a dagger. The first ime it lands a hit on 2d4 Slaad Claws. Acts as a dagger. The first ime it lands a hit on

a creature, that creature must roll on the Wild Magic table (PHB a creature, that creature must roll on the Wild Magic table (PHB

pg. 104). pg. 104).

2 Blue Slaadi Hooks. Acts as a sickle. When it successfully hits a 1 Hunk of Slaad Brain Matter. If ingested, transforms a small or

creature for the first ime, that creature must succeed on a DC medium humanoid into a Red Slaad for 1 hour. Its sta is ics,

15 Cons itu ion saving throw or be infected with a disease other than its size, are the same in the alternate form. Any

called chaos phage. While infected, the target can't regain hit equipment it is wearing or carrying isn't transformed. It reverts

points, and its hit point maximum is reduced by 10 (3d6) every to its true form if it dies. At the end of the dura ion, the user

24 hours. If the disease reduces the target's hit point maximum must roll on the Wild Magic table (PHB pg. 104).

to 0, the target instantly transforms into a red slaad or, if it has 1 Slaad Chaos Sta f. Acts as a Wand of the War Mage +2 in the

the ability to cast spells of 3rd level or higher, a green slaad. hands of a Wild Magic Sorcerer. Any other spellcas ing class

Only a wish spell can reverse the transforma ion. can use it as an Arcane Focus. When a spell is cast from this

1 Control Gem. No immediate use. Can be used to control the sta f, roll on the Wild Magic table (PHB pg. 104), unless a Wild

Slaad whose head it inhabits if removed by 9th level magic or Magic surge has already been triggered due to the cas ing of the

careful surgery, without killing the Slaad. Can be crushed as a spell.

reac ion to negate one roll on the Wild Magic Table. 1 Control Gem. Can be crushed as a reac ion to negate one roll

on the Wild Magic Table. Can be used to control the Slaad

whose head it inhabits if removed by 9th level magic or careful

surgery, without killing the Slaad.

1 Green Slaad Chaos Heart. Can be crushed to cast a random

spell. Roll 1d6:

1d6 Result
1 Detect Magic (as if holder had cast)
2 Detect Thoughts (as if holder had cast)
3 Mage Hand (as if holder had cast, appears as Slaad
hand)
4 Fear (targeting holder)
5 Invisibility (targeting holder)
6 Fireball (centered on holder)

70 S | Slaadi
Gray Slaadi (9) Death Slaadi (10)

aberra ion (arcana) aberra ion (arcana)

2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the 2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the

egg causes a disease in the host. Over three months, the egg egg causes a disease in the host. Over three months, the egg

moves to the chest cavity, gestates, and forms a slaad tadpole. In moves to the chest cavity, gestates, and forms a slaad tadpole. In

the 24-hour period before giving birth, the host starts to feel the 24-hour period before giving birth, the host starts to feel

unwell, its speed is halved, and it has disadvantage on attack unwell, its speed is halved, and it has disadvantage on attack

rolls, ability checks, and saving throws. At birth, the tadpole rolls, ability checks, and saving throws. At birth, the tadpole

chews its way through vital organs and out of the host's chest chews its way through vital organs and out of the host's chest

in 1 round, killing the host in the process. If the disease is cured in 1 round, killing the host in the process. If the disease is cured

before the tadpole's emergence, the unborn slaad is before the tadpole's emergence, the unborn slaad is

disintegrated. disintegrated.

1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60

feet for one hour. At the end of this ime, the user must roll on feet for one hour. At the end of this ime, the user must roll on

the Wild Magic table (PHB pg. 104). the Wild Magic table (PHB pg. 104).

2d4 Slaad Claws. Acts as a dagger. The first ime it lands a hit on 2d4 Slaad Claws. Acts as a dagger. The first ime it lands a hit on

a creature, that creature must roll on the Wild Magic table (PHB a creature, that creature must roll on the Wild Magic table (PHB

pg. 104). pg. 104).

1 Hunk of Slaad Brain Matter. If ingested, transforms a small or 1 Hunk of Slaad Brain Matter. If ingested, transforms a small or

medium humanoid into a Red Slaad for 1 hour. Its sta is ics, medium humanoid into a Red Slaad for 1 hour. Its sta is ics,

other than its size, are the same in the alternate form. Any other than its size, are the same in the alternate form. Any

equipment it is wearing or carrying isn't transformed. It reverts equipment it is wearing or carrying isn't transformed. It reverts

to its true form if it dies. At the end of the dura ion, the user to its true form if it dies. At the end of the dura ion, the user

must roll on the Wild Magic table (PHB pg. 104). must roll on the Wild Magic table (PHB pg. 104).

1 Slaad Liver. No immediate use. Can be carefully cra ted (cook’s 1 Slaad Liver. No immediate use. Can be carefully cra ted (cook’s

utensils) into a meal that allows 1 creature to regain 10 hit utensils) into a meal that allows 1 creature to regain 10 hit

points per round, as long as they have at least 1 hit point points per round, as long as they have at least 1 hit point

remaining, for 1 hour. remaining, for 1 hour.

1 Control Gem. Can be crushed as a reac ion to negate one roll 1 Control Gem. Can be crushed as a reac ion to negate one roll

on the Wild Magic Table. Can be used to control the Slaad on the Wild Magic Table. Can be used to control the Slaad

whose head it inhabits if removed by 9th level magic or careful whose head it inhabits if removed by 9th level magic or careful

surgery, without killing the Slaad. surgery, without killing the Slaad.

1 Grey Slaad Chaos Heart. Can be crushed to cast a random 1 Death Slaad Hide. No immediate use. Can be mastercra ted

spell. Roll 1d6. (leatherworker’s tools) into a cloak that grants resistance to

1d6 Result necro ic damage.

1 Death Slaad Chaos Heart. Can be crushed to cast a random

1 Detect Magic (as if holder had cast) spell. Roll 1d6.

2 Detect Thoughts (as if holder had cast) 1d6 Result


3 Major Image (as if holder had cast) 1 Detect Magic (as if holder had cast)
4 Fear (targeting holder) 2 Detect Thoughts (as if holder had cast)
5 Fireball (centered on holder) 3 Fly (as if holder had cast)
6 Plane Shift (targeting holder, sent to the Spawning 4 Fireball (centered on holder)
Stone on the plane of Limbo)
5 Plane Shift (targeting holder, sent to the Plane of
Negative Energy)
6 Cloudkill (centered on holder)

S | Slaadi 71
Specter (1) Gynosphinx (11)

undead (religion) monstrosity (nature)

1 Vial of Ectoplasm. No immediate use. Can be cra ted 3d4 Sphinx Feathers. A creature holding the feather can cast

(alchemist’s supplies) into a po ion of Invisibility or an Oil of Misty Step. This destroys the feather. 10 of these can be

Etherealness. mastercra ted (conjura ion) by a spellcaster into an amulet that

requires attunement. An attuned creature can cast Dimension

Sphinxes Door from the amulet. Once this spell has been cast 2 imes, it

cannot be cast again un il the next dawn.

Androsphinx (17) 1 Heart of the Gynosphinx. No immediate use. Can be

mastercra ted (divina ion) by a spellcaster into a Rod of Legend


monstrosity (nature)

Lore. The Rod has 2 charges and requires attunement. While

6d4 Sphinx Feathers. A creature holding the feather can cast attuned, a creature can expend 1 charge to cast Legend Lore.

Misty Step. This destroys the feather. 10 of these can be The Rod regains 1 expended charge daily at dawn. If the Rod is

mastercra ted (conjura ion) by a spellcaster into an amulet that reduced to 0 charges, roll a d20. On a 1, the Rod cracks and

requires attunement. An attuned creature can cast Dimension becomes useless.

Door from the amulet. Once this spell has been cast 2 imes, it 2 Eyes of the Sphinx. Can be consumed as an ac ion. A creature

cannot be cast again un il the next dawn. that consumes the eye is under the e fects of a Detect Magic

1 Mane of the Sphinx. No immediate use. Can be mastercra ted spell for 1 hour, no concentra ion required. Can be

(weaver’s tools) into a crown that requires attunement. An mastercra ted (alchemist’s supplies) into a Po ion of Truesight,

attuned creature can cast Plane Shi t once per day. Gods or which confers truesight out to 120 feet for 1 hour when

extraplanar beings who were allied with or sympathe ic to the consumed.

Sphinx’s mission will react nega ively to the attuned creature. 2d4 Claws of the Gynosphinx. Acts as a magic dagger. If the

1 Heart of the Androsphinx. No immediate use. Can be dagger is stuck into the ground, a Minor Illusion is created in

mastercra ted (conjura ion) by a spellcaster into a Rod of the 5 foot cube above where the dagger is stuck. The creature

Heroes Feast. The Rod has 2 charges and requires attunement. who stuck the dagger determines the illusion, which can only

While attuned, a creature can expend 1 charge to cast Heroes be a s ill image. The DC of the Intelligence (Inves iga ion) check

Feast. The Rod regains 1 expended charge daily at dawn. If the required to discern the image is an illusion is 17. The dagger

Rod is reduced to 0 charges, roll a d20. On a 1, the Rod cracks loses its magic once it successfully casts the spell.

and becomes useless. 1 Sphinx Tail. Acts as a magic whip. A creature struck by the

2 Eyes of the Sphinx. Can be consumed as an ac ion. A creature whip must succeed on a DC 15 Cons itu ion saving throw or

that consumes the eye is under the e fects of a Detect Magic become 1d20 years older or younger (wielder’s choice), but

spell for 1 hour, no concentra ion required. Can be never any younger than 1 year old. A Greater Restora ion spell

mastercra ted (alchemist’s supplies) into a Po ion of Truesight, restores a creature’s age to normal.

which confers truesight out to 120 feet for 1 hour when 1 Sphinx’s Raiment. Counts as a 2,500 gp art object. Requires

consumed. attunement. A creature attuned to the Raiment can use their

2d4 Claws of the Androsphinx. Acts as a magic dagger. If a ac ion to alter the low of ime and force each creature within

creature is at 0 hit points when struck by the dagger, they take 500 feet to reroll ini ia ive. Once this ability has been used, it

no damage and are instead subject to a Spare the Dying spell. can’t be used again un il the next dawn.

The dagger loses its magic once it successfully casts the spell 1 Sphinx Pelt. Can be carefully cra ted (leatherworker’s tools)

upon a target. into a cloak that requires attunement. An attuned creature is

1 Sphinx Tail. Acts as a magic whip. A creature struck by the immune to any e fect that would sense its emo ions or read its

whip must succeed on a DC 15 Cons itu ion saving throw or thoughts, as well as any divina ion spell it refuses. Wisdom

become 1d20 years older or younger (wielder’s choice), but (Insight) checks made to ascertain the creature’s inten ions or

never any younger than 1 year old. A Greater Restora ion spell sincerity have disadvantage.

restores a creature’s age to normal.


Sprite (1/4)
1 Sphinx’s Raiment. Counts as a 2,500 gp art object. Requires

attunement. A creature attuned to the Raiment can use their fey (religion)

ac ion to alter the low of ime and force each creature within
1 Pinch of Sprite Dust. If sprinkled over a creature, that creature
500 feet to reroll ini ia ive. The ini ia ive count restarts at the
gains the ability to touch another creature and magically know
top of the ini ia ive. Once this ability has been used, it can’t be
the touched creature’s current emo ional state. If the target
used again un il the next dawn.
fails a DC 10 Charisma saving throw, the creature also knows
1 Throat of the Sphinx. No immediate use. Can be carefully
the touched creature's alignment. Celes ials, fiends, and undead
cra ted (leatherworker’s tools) into a horn. A creature can use
automa ically fail the saving throw.
its ac ion to blow the horn, forcing each other creature within

500 feet to make a DC 18 Wisdom saving throw. On a failure, a


Stirge (1/8)
creature is frightened for 1 minute. A frightened creature can
beast (nature)
repeat the saving throw at the end of each of its turns, ending

the e fect on itself on a success. Once the horn has been used
1 S irge S inger. Acts as a piton, can be cra ted into a pen
this way, it can’t be used again un il the next dawn.
(calligrapher's supplies)
2 Sphinx Pelt. Can be carefully cra ted (leatherworker’s tools)

into a cloak that requires attunement. An attuned creature is

immune to any e fect that would sense its emo ions or read its

thoughts, as well as any divina ion spell it refuses. Wisdom

(Insight) checks made to ascertain the creature’s inten ions or

sincerity have disadvantage.

72 S | Specter - Stirge
Succubus/Incubus (4)

fiend (religion)

1 Succubus/Incubus Heart. No immediate use. Can be

mastercra ted (transmuta ion) into one vial of Oil of

Etherealness.

1d2 Succubus/Incubus Wings. Acts as a blanket. Can be

carefully cra ted (leatherworker’s tools) into a Hat of Disguise.

1 Head of the Succubus/Incubus. The succubus/incubus can

con inue to see and speak through its head. It can use its Charm

and Draining Kiss ac ions, and seeks to protect itself and return

to the plane of existence it originated from. The head dies when

it is targeted by a Bless spell or sprinkled with Holy Water.

1d4 Succubus/Incubus Claws. Acts as a magic dagger. If two or

more creatures each attune to a dagger from the same

succubus/incubus, they are under the e fect of a Rary’s

Telepathic Bond spell.

S | Succubus & Incubus 73


Tarrasque (30)

monstrosity (nature)

1 Heart of the Tarrasque. Di ficult to transport, as big as a large 1 Ribcage of the Tarrasque. Di ficult to transport, as big as a

creature. No immediate use. Can be mastercra ted by a gargantuan creature. The ribcage can be broken down into 80

spellcaster (abjura ion) into a Heart of Sorrow, which requires Bones of the Tarrasque. Can be mastercra ted (mason’s tools)

attunement and takes up two attunement slots. The Heart gains into the central pillar of a castle. The castle is immune to

AC 15 and 50 hit points. If an attuned creature would take bludgeoning, piercing, and slashing damage from nonmagical

damage, and is on the same plane of existence as the Heart, it weapons, and doesn’t take double damage from creatures with

can choose to have the Heart of Sorrow take that damage the Siege Monster ability. Creatures who spend at least one

instead. As long as the Heart of Sorrow has at least 1 hit point, it night within the castle gain advantage on saving throws

regains all lost hit points at dawn. The Heart shatters if it is against spells and other magical e fects, and immunity to the

reduced to 0 hit points. Can be mastercra ted (alchemist’s charmed and frightened condi ion. These e fects last as long as

supplies) into 1d10 Po ions of Tarrasque Strength (for 1 hour, they remain within the castle walls and linger for 1 hour once

your Strength score becomes 30. It has no e fect if your the creature leaves the castle. Can be mastercra ted by a

Strength score is already 30 or higher). spellcaster (conjura ion/necromancy) into a wizard’s tower.

1 Skull of the Tarrasque. Di ficult to transport, as big as a huge Creatures summoned (conjura ion) or created (necromancy)

creature. The skull can be broken down into 40 Bones of the within the tower gain blindsight out to 60 feet, AC 25 from scaly

Tarrasque. Can be mastercra ted (woodcarver’s tools) into a armor that appears on them, and advantage on saving throws

ship. The ship’s bow has an AC of 25, the ship deals double against spells and other magical e fects.

damage to objects it rams, and if the bow of the ship would be 1 Gullet of the Tarrasque. Di ficult to transport, as big as a

targeted by a Magic Missile spell, a line spell, or a spell that medium creature. Acts as a tent that is immune to acid damage.

requires a ranged attack roll, roll a d6. On a 1 to 5, the spell The gullet can be broken down into 10 Hunks of Tarrasque

bounces harmlessly o f of the ship in a random direc ion. On a Meat. Can be mastercra ted (leatherworker’s tools) into 2d20

6, the spell is re lected back at the caster as if the ship was the leather pouches, backpacks, or bags. The bags are immune to

originator of the spell. Can be mastercra ted by a spellcaster acid damage and have resistance to bludgeoning, slashing, and

(transmuta ion) into a throne. A creature who did not deal piercing damage from nonmagical weapons. Can be

damage to the Tarrasque that attempts to sit on the throne is mastercra ted (alchemist’s supplies) into 1d10 Po ions of

subject to a Flesh to Stone spell. The creature rolls its saving Tarrasque Cons itu ion (for 1 hour, your Cons itu ion score

throws with disadvantage as long as it remains seated upon the becomes 30. It has no e fect if your Cons itu ion score is

throne. If a creature who has dealt damage to the Tarrasque sits already 30 or higher).

upon the throne, they can harness the throne’s proper ies, all of 1 Tail of the Tarrasque. Di ficult to transport, as big as a large

which can be used once per day and refresh at dawn: creature. No immediate use. Can be mastercra ted (carpenter’s

 All creatures within 120 feet of the throne must succeed on tools) into a Mangonel or Trebuchet. The object is immune to

a DC 17 Wisdom saving throw or become frightened for 1 bludgeoning, slashing, and piercing damage from nonmagical

minute. A creature can repeat the saving throw at the weapons, deals double damage to objects and structures it

end of each of its turns, ending the e fect on itself on a strikes, and has an AC of 25. Can be mastercra ted (chef’s

success. If a creature’s saving throw is successful or the utensils) into 3d10 gallons of delicious soup. Creatures who

e fect ends for it, the creature is immune to this ability consume the soup are immune to the frightened condi ion for 1

for 24 hours. hour.

 If the creature sit ing on the throne would fail a saving 4d10 Vials of Tarrasque Stomach Acid. As an ac ion, can be

throw, it can choose to succeed instead. splashed onto a creature or object within 5 feet, or thrown as an

 If the creature sit ing on the throne is targeted by a Magic improvised weapon. On a hit, the target takes 56 (16d6) acid

Missile spell, a line spell, or a spell that requires a ranged damage. Can be mastercra ted (alchemist’s supplies) into a

attack roll, they can choose for the spell to be re lected po ion of Acid Immunity (for 1 hour, the user is immune to acid

back upon the caster as if the throne was the originator damage).

of the spell. 4d20 Bones of the Tarrasque. No immediate use. Can be

 The creature sit ing on the throne can make itself immune mastercra ted (smith’s tools) into a +3 magical weapon (any

to bludgeoning, slashing, and piercing damage from marital melee weapon with the heavy property). A creature

nonmagical weapons for 10 minutes. can’t wield the weapon e fec ively unless their Strength score is

18 or higher. The weapon deals double damage to objects and

structures, and if it strikes a creature, the creature must

succeed on a DC 20 Strength saving throw or be knocked prone.

74 T | Tarrasque
4d20 Scales of the Tarrasque. Acts as a shield. If a creature 2d10 Claws of the Tarrasque. Acts as a greatclub. Can be

holding the shield is targeted by a Magic Missile spell, a line mastercra ted (alchemist’s supplies) into a Po ion that provides

spell, or a spell that requires a ranged attack roll, roll a d6. On a immunity from one of the following condi ions: charmed,

roll of a 6, the spell bounces harmlessly o f of the shield in a frightened, paralyzed, poisoned, or blinded.

random direc ion. 3 of these can be mastercra ted (smith’s 2 Eyes of the Tarrasque. No immediate use. Can be

tools) into magical +3 armor (any medium or heavy) that mastercra ted by a spellcaster (divina ion) into a Greater Mask

requires attunement. An attuned creature gains advantage on of Blindsight, which requires attunement. An attuned creature

saving throws against spells and magical e fects. gains blindsight out to 120 feet.

2d20 Horns of the Tarrasque. Di ficult to transport, as big as a 2d20 Teeth of the Tarrasque. Acts as a greatclub. Can be

large creature. No immediate use. Can be mastercra ted mastercra ted (smith’s tools) into a +3 magical weapon (any

(carpenter’s tools) into a Battering Ram. The object is immune mar ial melee weapon that deals piercing damage) or 10 pieces

to bludgeoning, slashing, and piercing damage from of +3 ammuni ion. If the attacker chooses, a creature hit by this

nonmagical weapons, deals double damage to objects and weapon or shot by this ammuni ion can be pierced to a wall or

structures it strikes, and has an AC of 25. Can be mastercra ted the ground. If the wall/ground is suitably so t, this ability

by a spellcaster (enchantment) into 2d10 vials of Tarrasque cannot be used. The creature is grappled (escape DC 20) as long

Incense. When burned, the incense creates a 10-foot cloud of as the weapon or ammuni ion remains in place. The creature

sweet-smelling smoke. A creature within this area must may choose to take the attack’s damage a second ime to rip

succeed on a DC 17 Wisdom saving throw or become frightened themselves free as a bonus ac ion. Retrieving the weapon or

for 1 minute. A creature can repeat the saving throw at the end ammuni ion also requires a DC 20 Strength check. On a failure,

of each of its turns, ending the e fect on itself on a success. If a the weapon is permanently stuck in place, or the ammuni ion

creature’s saving throw is successful or the e fect ends for it, breaks and becomes nonmagical.

the creature is immune to this ability for 24 hours. The cloud 5d20 Hunks of Tarrasque Meat: One hunk acts as a day’s

persists for 1 minute or un il dispersed by moderate or stronger worth of ra ions. If eaten this way, a creature gains immunity

winds. to being charmed or frightened for 24 hours.

T | Tarrasque 75
Thri-Kreen (1) Troll (5)

humanoid (survival) giant (survival)

1 Vial of Thri-Kreen Poison. You can use the poison in this vial 3d4 Chunks of Troll Meat. Can be consumed as ra ions. When

to coat one slashing or piercing weapon or a piece of eaten, the user must succeed on a DC 10 Cons itu ion saving

ammuni ion. Applying the poison takes an ac ion. A creature throw or become poisoned for 8 hours. If a creature eats two

hit by the poisoned weapon or ammuni ion must make a DC 11 half-chunks instead of one full chunk, the remainder of the two

Cons itu ion saving throw or be poisoned for 1 minute. If the chunks regrows into two full chunks in 24 hours. This property

saving throw fails by 5 or more, the creature is also paralyzed doesn’t work (and the Cons itu ion saving throw isn’t required)

while poisoned this way. The poisoned creature can repeat the if the meat is cooked or cured.

saving throw on each of its turns, ending the e fect on itself on 1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be

a success. carefully cra ted (jeweler’s tools) into dice. Each day at dawn,

roll 1d20. On an 11-19, the dice have grown into an interes ing
Treant (9)
but unusable shape. On a 20, the dice have perfectly grown into

plant (nature) a polyhedral die with one more side than it previously had.

1 Troll Limb. Remains moving and attacks the nearest non-giant


3d4 Branches. Acts as a club. Can be cra ted (woodcarver’s tools)
creature, per the Loathsome Limbs sidebar. If not cooked or
into a sta f.
cured with acid, regrows into a Troll in 8 hours. If dealt at least
2 Squirming Root. Acts as a druidic focus. A druid using the
10 damage an hour, the regenera ion process can be delayed.
focus may cast entangle without using a spell slot. Once this
Dealing this damage doesn’t stop a short or long rest, provided
property has been used, it cannot be used again un il the next
the creature dealing the damage is awake to do so. Roll on the
dawn.
following table to determine the type of limb:
2d4 Treant Acorns. If planted, grows into a Treant over 10d20

years. A Plant Growth spell cast as an 8-hour ritual can reduce


d10 Result
the ime required to 8 hours. The Treant is not necessarily loyal 1-2 Head
to its creator, but rather, defends the forest in which it lives.

1 Heart of the Forest. Acts as a druidic focus. A druid using the


3-4 Left Arm
focus may cast awaken targe ing a tree without using a spell 5-6 Right Arm
slot. Once this property has been used, it cannot be used again

un il the next dawn.


7-8 Left Leg
9-10 Right Leg
Troglodyte (1/4)

humanoid (survival)

1 Vial of Troglodyte Blood. Can be thrown, making a ranged

weapon attack. On a hit, the vial breaks open and the target

must make a DC 12 Cons itu ion saving throw or be poisoned

for 1 round.

76 T | Thri-Kreen - Troll
Unicorn (5)
Umber Hulk (5)
celes ial (religion)
monstrosity (nature)

1 Unicorn Horn. Acts as a magical +2 dagger that requires


1d2 Umber Hulk Eyes. A creature looking at the eye must make
attunement by a good creature. An attuned creature gains
a DC 15 Charisma saving throw at the start of each of its turns
telepathy out to 60 feet and can cast Detect Evil and Good at
or be a fected by a Confusion spell that lasts un il their next
will. If a creature successfully hits another creature with the
turn. Unless surprised, a creature can avert its eyes to avoid the
horn as a melee attack, the attuned creature can choose to have
saving throw at the start of its turn. Can be carefully cra ted
the target regain hit points equal to the damage dealt instead of
(enchantment) into an amulet that requires attunement. The
taking damage. Once this ability has healed 30 hit points, it
amulet has a cover that prevents it from being seen. An attuned
can’t be used again un il the next dawn.
creature can magically open the eyelid-like cover, forcing
1 Unicorn Pelt. Acts as a blanket that casts Calm Emo ions on its
creatures who can see the eye to make a saving throw against
user, preven ing nightmares. Can be mastercra ted
the eye’s e fects. The eyelid can remain open for 10 rounds a
(leatherworker’s tools) into magical +3 leather armor that
day, a ter which it can’t be opened again un il the next dawn.
requires attunement by a good creature. An attuned creature
Cra ing this item is hazardous, and each hour spent cra ing,
gains advantage on saving throws against spells and other
the creature cra ing the item must make the Charisma saving
magical e fects. Addi ionally, the creature may regain 11 (2d8+2)
throw, poten ially harming creatures and objects around them.
hit points as an ac ion. Once sued, this ability can’t be used
2 Umber Hulk Claws. No immediate use. Can be carefully
again un il the attuned creature takes a short or long rest.
cra ted (smith’s tools) into a set of gauntlets. While worn, the
1d4 Unicorn Hooves. Acts as a hammer. Can be carefully cra ted
gauntlets increase the damage of unarmed strikes to 1d8, and
(jeweler’s tools) into 1d6 dice. If the dice are rolled as a pair, they
unarmed strikes deal slashing damage instead of bludgeoning.
will always roll a total of 7. Can be mastercra ted (alchemist’s
The gauntlets have the heavy property.
supplies) into a Po ion of Supreme Healing.
1 Umber Hulk Carapace. Acts as a shield. Can be carefully
2d10 Strands of Hair from a Unicorn’s Mane. No immediate
cra ted (smith’s tools) into a set of plate armor.
use. A creature can break the strand to cast Shield of Faith. 10
1d2 Umber Hulk Antennae. No immediate use. Can be carefully
unbroken strands can be mastercra ted (weaver’s tools) into a
cra ted (alchemist’s supplies) into a Po ion of Tremorsense
bowstring. A creature struck by an arrow shot from a bow
(grants Tremorsense to 60 feet for 1 hour).
strung with this bowstring is subject to the Dismissal e fect of a

Dispel Evil and Good spell (save DC 14), provided the creature is

of a type that would normally be a fected by the spell. 20

unbroken strands can be mastercra ted (weaver’s tools) into a

circlet. A creature wearing the circlet is a fected by the Break

Enchantment e fect of a Dispel Evil and Good spell, provided

they are under a condi ion that the spell would normally a fect.

The condi ion is not dismissed, only suppressed, and if the

circlet is removed, the condi ion returns unless it was dispelled

in the mean ime.

U | Umber Hulk - Unicorn 77


1 Vampire Head. If not blessed by holy water, transforms into a

Vampire (13) Vargouille (Volo’s Guide pg. 195) in 1d4 days. Can be attuned to.

An attuned creature can use an ac ion to magically call 2d4


undead (religion)
swarms of bats or rats, as long as the sun isn’t up. If outdoors,

3d4 Vials of Vampire Dust. If consumed as an ac ion, acts as a the attuned creature can call 3d6 wolves instead. The creatures

Gaseous Form spell cast upon the user. Can be carefully cra ted arrive in 1d4 rounds, ac ing as allies of the attuned creature.

(alchemist’s supplies) into a Poison of Mist, an ingested poison The beasts remain for 1 hour, un il the attuned creature

that forces a target to become mist as in a Gaseous Form spell. dismissed them as a bonus ac ion, or if the creature loses its

When used this way, the spell does not require concentra ion attunement. If the head transforms, the creature loses its

and cannot be willingly ended before the full dura ion has attunement. The head can only be used to summon creatures

passed. once per day, and loses this property if blessed by holy water.

2d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these 1 Tome of the Vampire. Can be pickpocketed from the Vampire

can be carefully cra ted (Evoca ion) by a spellcaster into a before death. Details how the Vampire was created and hints at

Shadow Crossing, a portal that leads to the Shadowfell. The where its res ing place might be.

portal is permanently a fixed to the loca ion where it is cra ted.


Vampire Spawn (5)
20 of these can be mastercra ted (transmuta ion) by a

undead (religion)
spellcaster into a Portable Hole.

2 Vampire Fangs. Acts as a needle. Can be mastercra ted into a


1d2 Vampire Hand. Acts as a Crawling Claw that has all a
Po ion of Vampirism. A creature drinking the po ion takes 10
Vampire’s weaknesses and the Spider Climb ability. If the
(3d6) necro ic damage. If this damage reduces them to 0 hit
Vampire Spawn is s ill alive, it is under the Vampire Spawn’s
points, then they are buried in the ground, they rise the
control. Otherwise, it acts independently.
following night as a Vampire Spawn. If the Vampire whose fang
1d2 Vampire Fangs. Acts as a needle. Can be mastercra ted into a
was used is s ill alive, the Spawn is under that Vampire’s
Po ion of Vampirism. A creature drinking the po ion takes 10
control.
(3d6) necro ic damage. If this damage reduces them to 0 hit
2 Vampire Eyes. No immediate use. Can be carefully cra ted by a
points, then they are buried in the ground, they rise the
spellcaster (enchantment) into an amulet that requires
following night as a Vampire Spawn. If the Vampire who
attunement. An attuned creature can cast Sugges ion (DC 17)
created the original Vampire Spawn is s ill alive, the Spawn is
from the amulet three imes. Once the third use has been
under that Vampire’s control.
expended, the amulet cannot be used again un il the next
1 Vial of Vampire Dust. If consumed as an ac ion, acts as a
sunset.
Gaseous Form spell cast upon the user. Can be carefully cra ted
1 Vampire Heart. This item is destroyed if the Vampire is killed
(alchemist’s supplies) into a Poison of Mist, an ingested poison
while staked through the heart. Can be mastercra ted by a
that forces a target to become mist as in a Gaseous Form spell.
spellcaster (abjura ion) into a suit of medium or heavy armor
When used this way, the spell does not require concentra ion
that requires attunement. While wearing the armor, an attuned
and cannot be willingly ended before the full dura ion has
creature regains 20 hit points at the start of its turn, as long as
passed.
it has at least 1 hit point. The heart is exposed on the armor, and
2d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these
if it is in direct sunlight or the attuned creature takes radiant
can be carefully cra ted (Evoca ion) by a spellcaster into a
damage, this trait doesn’t func ion at the start of the attuned
Shadow Crossing, a portal that leads to the Shadowfell. The
creature’s next turn. If a creature attacks the heart and pierces
portal is permanently a fixed to the loca ion where it is cra ted.
it with a wooden stake (AC 20 to hit), the armor loses this
20 of these can be mastercra ted (transmuta ion) by a
property and becomes mundane.
spellcaster into a Portable Hole.
1d2 Vampire Hand. Acts as a Crawling Claw that has all a

Vampire’s weaknesses and the Spider Climb ability. If the

Vampire is s ill alive, it is under the Vampire’s control.

Otherwise, it acts independently. If killed, it can be carefully

cra ted by a spellcaster (divina ion) into a stand for a Crystal

Ball. While held in the stand, the Crystal ball automa ically

succeeds on attempts to scry upon bats, rats, and wolves in the

spell’s range, and gains the abili ies of a Crystal Ball of

Telepathy when viewing those creatures.

78 V | Vampire
Wraith (5)
Water Weird (3)
undead (religion)
elemental (arcana)

1 Crown of the Undead. Requires attunement. A creature


2d2 Motes of Elemental Water. Appears as a small shard of ice
attuned to the Crown and wearing it can control undead within
that glows with blue light. If covered in water or dropped in
60 feet as if they had been summoned by an Animate Dead
water, casts Create Water, centered on the mote. Can be used as
spell. Curse: an attuned creature takes on a semi-incorporeal
the material component of a Commune spell to contact a deity
appearance. The creature is vulnerable to radiant damage, and
in the Elemental Plane of Water. Using either of these abili ies
has disadvantage on attack rolls, as well as Wisdom
destroys the mote.
(percep ion) checks that rely on sight, while in sunlight. If the
1 Heart of Waves. Iden ical to a Mote of Elemental Water, and
creature is reduced to 0 hit points while attuned to the crown, it
can be used for the same purposes. In addi ion to its other
dies immediately, without making death saving throws.
proper ies, it can be mastercra ted (evoca ion) by a spellcaster
1d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these
into a portal to the Elemental Plane of Water. The portal is
can be carefully cra ted (Evoca ion) by a spellcaster into a
sta ionary in the loca ion it is cra ted.
Shadow Crossing, a portal that leads to the Shadowfell. The

portal is permanently a fixed to the loca ion where it is cra ted.


Wight (3)
20 of these can be mastercra ted (transmuta ion) by a
undead (religion)
spellcaster into a Portable Hole.

2 Vial of Ectoplasm. No immediate use. Can be cra ted


1 Tattered Longsword

(alchemist’s supplies) into a Po ion of Invisibility or an Oil of


1 Tattered Longbow

Etherealness.
1d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these
1 Pinch of Spirit Dust. Acts as Dust of Disappearance.
can be carefully cra ted (Evoca ion) by a spellcaster into a

Shadow Crossing, a portal that leads to the Shadowfell. The


Wyvern (6)
portal is permanently a fixed to the loca ion where it is cra ted.
dragon (nature)
20 of these can be mastercra ted (transmuta ion) by a

spellcaster into a Portable Hole.


1d4 Vials of Wyvern Venom. Can be applied to a weapon or
2 Wight Hand. Acts as an improvised melee weapon that deals
piece of ammuni ion. A creature hit by the poisoned attack
1d6 necro ic damage on a hit. A creature struck by the attack
must make a DC 15 Cons itu ion saving throw, taking 24 poison
must make a DC 13 Cons itu ion saving throw or its hit point
damage on a failed save, or half as much damage on a
maximum is reduced by an amount equal to the damage taken.
successful one.
This reduc ion lasts un il the target finished a long rest. The
2 Wyvern Wings. Acts as a blanket. Can be mastercra ted
target dies if this e fect reduces its hit point maximum to 0.
(leatherworker’s tools) into a cloak that requires attunement,

and grants its wearer resistance to poison damage.


Will-o’-Wisp (2)
1d10 Wyvern Teeth. Acts as a dagger.
undead (religion)
1d10 Wyvern Scales. No immediate use. 25 of these can be

mastercra ted (smith’s tools) into a shield that grants resistance


1 Vial of Ectoplasm. No immediate use. Can be cra ted
to poison damage while in use.
(alchemist’s supplies) into a po ion of Invisibility or an Oil of

Etherealness.

1 Wisp Stone. If consumed, for 1 hour, when the user reduces a

hos ile creature to 0 hit points, the user regains 3d6 hit points.

Any creature reduced to 0 hit points in this way is killed

immediately, instead of becoming unconscious.

W | Water Weird - Wyvern 79


Xorn (5)

elemental (arcana)

1d4 Motes of Elemental Earth. Appears as a rock that glows

dimly. If dropped or thrown to the ground as an improvised

weapon, the ground becomes mud as if it had cast Grease

centered on the mote. Can be used as the material component

of a Commune spell to contact a deity in the Elemental Plane of

Earth. Using either of these abili ies destroys the mote.

1 Heart of Stone. Iden ical to a Mote of Elemental Earth, and can

be used for the same purposes. In addi ion to its other

proper ies, it can be mastercra ted (evoca ion) by a spellcaster

into a portal to the Elemental Plane of Earth. The portal is

sta ionary in the loca ion it is cra ted.

1 Xorn Eye. No immediate use. Can be cra ted by a spellcaster

(divina ion) into a mask that requires attunement. While

attuned to the mask, a creature can pinpoint the loca ion, by

scent, of precious metals and stones within 60 feet of it.

2d10 50 GP Gems

80 X | Xorn
Yeti (3) Yuan-Ti
monstrosity (nature)
Yuan-Ti Abomination (7)

1 Ye i Hide. Acts as a blanket. Can be cra ted (leatherworking monstrosity (nature)

tools) into a fur coat that grants resistance to cold damage and

1 Tattered Scimitar
advantage on dexterity (stealth) checks made to hide in snowy

1 Tattered Longbow
terrain while worn. If the wearer of the coat takes fire damage,

3d4 Snake Skin. No immediate use. Can be cra ted


the coat has a 25% chance of catching fire and becoming

(leatherworker’s tools) into a pouch or carefully cra ted


useless.

(leatherworker’s tools) into a water skin.


1d2 Ye i Horns. Acts as a dagger. Sought as trophies by hunters

2 Fangs of the Yuan-Ti. Acts as a dagger that deals an addi ional


and heroes, and can be sold for a good price to collectors or

2d6 poison damage on a hit. Acts as a trophy for rangers and


admirers.

adventurers.
1d2 Ye i Eyes. No immediate use. Can be carefully cra ted

1 Heart of the Rep ile God. Requires attunement. While attuned,


(transmuta ion) by a spellcaster into an amulet that has 5

a creature gains advantage on saving throws against spells and


charges and requires attunement. An attuned creature can

other magical e fects, and can cast Fear once per day. When
expend 1 charge to cast Ray of Frost from the amulet, or 3

cast this way, the spell does not a fect creatures with the Yuan-
charges to cast Hold Person (spell attack bonus +5, Save DC 13).

Ti tag. Curse: While attuned to the heart, a creature slowly


The amulet regains 1d4+1 charges at dawn, as long as it came

becomes corrupted by the Rep ile Gods. Each day at dawn, they
into contact with ice or snow during the previous day.

must succeed on a Wisdom saving throw or su fer an e fect. If

Abominable Yeti (9) the attunement is ended by a Remove Curse spell or similar

monstrosity (nature) e fect, all e fects of the curse end immediately. The e fects occur

in order, as follows:

3 Ye i Hide. Acts as a blanket. Can be cra ted (leatherworking  Scales begin to cover the creature

tools) into a fur coat that grants resistance to cold damage and  The creature’s movement speed increases by 10 feet

advantage on dexterity (stealth) checks made to hide in snowy  The creature can only subsist on raw meat and eggs, no

terrain while worn. If the wearer of the coat takes fire damage, other food

the coat has a 25% chance of catching fire and becoming  The creature’s alignment becomes Neutral Evil, and they

useless. become an NPC controlled by the DM

3d2 Ye i Horns. Acts as a dagger. Sought as trophies by hunters 1d6 Vials of Yuan-Ti Blood. When ingested, a creature must

and heroes, and can be sold for a good price to collectors or succeed a DC 10 Cons itu ion saving throw or become poisoned

admirers. for 1 hour. While poisoned in this way, the creature is immune

2 Ye i Eyes. No immediate use. Can be carefully cra ted to poison damage, and cannot be poisoned by any other e fect.

(transmuta ion) by a spellcaster into an amulet that has 5 Any poisons currently a fec ing the creature are suppressed

charges and requires attunement. An attuned creature can un il the e fects of this poison wear o f.

expend 1 charge to cast Ray of Frost from the amulet, or 3


Yuan-Ti Malison (3)
charges to cast Hold Person (spell attack bonus +5, Save DC 13).

The amulet regains 1d4+1 charges at dawn, as long as it came monstrosity (nature)

into contact with ice or snow during the previous day.

1 Tattered Scimitar (Type 1 and 3)


1 Ye i Throat. No immediate use. Can be cra ted (leatherworker’s

1 Tattered Longbow (Type 1 and 3)


tools) into a horn. A creature can blow on the horn as an ac ion.

1 Snake Skin. No immediate use. Can be cra ted (leatherworker’s


The horn can be heard for 1000 feet. Any unaligned creature

tools) into a pouch or carefully cra ted (leatherworker’s tools)


with a CR of 8 or less who can hear the horn must make a DC 18

into a water skin.


Wisdom saving throw or become frightened. At the end of their

1 Fang of the Yuan-Ti. Acts as a dagger that deals an addi ional


turn, they can repeat the saving throw to end the e fect. Aligned

2d6 poison damage on a hit. Acts as a trophy for rangers and


creatures and creatures with a CR of 9 or higher may be drawn

adventurers.
to the sound if they believe they can defeat an Abominable Ye i.

1d4 Vials of Yuan-Ti Blood. When ingested, a creature must

succeed a DC 10 Cons itu ion saving throw or become poisoned

for 1 hour. While poisoned in this way, the creature is immune

to poison damage, and cannot be poisoned by any other e fect.

Any poisons currently a fec ing the creature are suppressed

un il the e fects of this poison wear o f.

Y | Yeti - Yuan-Ti 81
Yuan-Ti Pureblood (1) Nycaloth (9)

humanoid (survival) fiend (religion)

1 Tattered Scimitar 1 Magic Greataxe

1 Tattered Shortbow 2d4 Vials of Black Ichor. Can be consumed as an ac ion. A

1 Vial of Yuan-Ti Blood. When ingested, a creature must succeed creature consuming the ichor immediately teleports up to 60

a DC 10 Cons itu ion saving throw or become poisoned for 1 feet into an unoccupied space they can see. Roll a d20. On a 1,

hour. While poisoned in this way, the creature is immune to the creature instead teleports to the plane of Gehenna.

poison damage, and cannot be poisoned by any other e fect. Nycaloth Wings. Acts as a blanket. Can be carefully cra ted

Any poisons currently a fec ing the creature are suppressed (leatherworker’s tools) into magic leather armor that requires

un il the e fects of this poison wear o f. attunement. An attuned creature can use their ac ion to cast

Invisibility without requiring concentra ion. Once this

Yugoloths property has been used, it cannot be used again un il the next

dawn.
Note: Unless the Yugoloth is destroyed in Gehenna, only the Black
1d4 Nycaloth Claws. Acts as a dagger. On a hit, if the target is a
Ichor is able to be harvested.
creature, it must succeed on a DC 16 Cons itu ion saving throw

or take 5 (2d4) slashing damage at the start of each of its turns

Arcanaloth (12) due to a fiendish wound. Each ime a claw hits the wounded

fiend (religion) target with this attack, the damage dealt by the wound

increases by 5 (2d4). Any creature can take an ac ion to stanch

3d4 Vials of Black Ichor. Can be consumed as an ac ion. A the wound with a successful DC 13 Wisdom (Medicine) check.

creature consuming the ichor immediately teleports up to 60 The wound also closes if the target receives magical healing. A

feet into an unoccupied space they can see. Roll a d20. On a 1, claw loses this property once it has delivered the fiendish

the creature instead teleports to the plane of Gehenna. wound.

1 Arcanaloth Hide. Acts as a blanket. Can be mastercra ted by a 2 Nycaloth Horns. Acts as a shortsword. Can be carefully cra ted

spellcaster (illusion) into Glamoured Leather Armor. (divina ion) into a Wand of Secrets or a Wand of Magic

2 Arcanaloth Eyes. No immediate use. Can be mastercra ted Detec ion.

(alchemist’s supplies) into a Po ion of Truesight (grants 1 Heart of the Yugoloth. No immediate use. Can be

truesight out to 60 feet for 1 hour). mastercra ted by a spellcaster (abjura ion) into an Amulet of

1 Arcanaloth Tail. A creature holding the Arcanaloth tail can use Magic Resistance, which requires attunement. An attuned

an ac ion to cast Invisibility. The spell does not require creature has advantage on saving throws against spells and

concentra ion, but the creature must use one hand to hold the other magical e fects.

tail or the spell ends. Once this property has been used three

imes, it cannot be used again un il the next dawn.


Ultroloth (13)

2d4 Arcanaloth Claws. Acts as a magic dagger. On a hit, the fiend (religion)

target must make a DC 14 Cons itu ion saving throw, taking 10

(3d6) poison damage on a failed save, or half as much on a 1 Magic Longsword

successful one. Once the poison damage has been dealt, the 5d4 Vials of Black Ichor. Can be consumed as an ac ion. A

claw loses this property. creature consuming the ichor immediately teleports up to 60

1 Heart of the Yugoloth. No immediate use. Can be feet into an unoccupied space they can see. Roll a d20. On a 1,

mastercra ted by a spellcaster (abjura ion) into an Amulet of the creature instead teleports to the plane of Gehenna.

Magic Resistance, which requires attunement. An attuned 2 Ultroloth Eyes. No immediate use. Can be mastercra ted

creature has advantage on saving throws against spells and (jeweler’s tools) into an amulet. A creature wearing the amulet

other magical e fects. can use an ac ion to open the amulet and reveal the eye, forcing

1 Set of Fine Robes. Of a rare and unsettling make. While worn a single target within 30 feet that can see the eye to make a DC

without armor, grants advantage on Charisma check made to 17 Wisdom saving throw. On a failure, the target is charmed

in luence any Yugoloth that isn’t an Ultroloth. and stunned un il the end of the amulet wearer’s next turn. On

1 Spellbook. contains all spells the Arcanaloth has prepared. a success, the target is immune to the eye’s e fects for 24 hours.

Once the eye has charmed a target, it cannot be used again

Mezzoloth (5) un il the next dawn.

fiend (religion) 2d4 Ultroloth Claws. Acts as a dagger. A creature hit by a claw

must succeed on a DC 17 Wisdom saving throw or be a fected as

1 Magic Trident if by a Fear spell. Once the dagger has successfully caused this

1d4 Vials of Black Ichor. Can be consumed as an ac ion. A e fect, it loses this property.

creature consuming the ichor immediately teleports up to 60 1 Heart of the Yugoloth. No immediate use. Can be

feet into an unoccupied space they can see. Roll a d20. On a 1, mastercra ted by a spellcaster (abjura ion) into an Amulet of

the creature instead teleports to the plane of Gehenna. Magic Resistance, which requires attunement. An attuned

1 Mezzoloth Shell. No immediate use. Can be carefully cra ted creature has advantage on saving throws against spells and

(smith’s tools) into a set of plate armor. The armor counts as other magical e fects.

magical for the purpose of avoiding e fects that would damage 1 Set of Yugoloth Commander’s Robes. Of a rare and unsettling

it. make. While worn, grants advantage on Charisma checks made

1d4 Mezzoloth Pincers. Acts as a magic sickle. to in luence Yugoloths. Can be worn over armor.

1 Heart of the Yugoloth. No immediate use. Can be

mastercra ted by a spellcaster (abjura ion) into an Amulet of

Magic Resistance, which requires attunement. An attuned

creature has advantage on saving throws against spells and

other magical e fects.

82 Y | Yuan-Ti - Yugoloth
Beholder Zombie (5)
Zombie (1/4)
undead (religion)
undead (religion)

2 Small Beholder Eyes. Acts as an arcane focus. An eye can cast


1 Zombified Hand. Acts as an arcane focus when cas ing
a par icular zombie beholder ray once per day. The ray is
necromancy spells.
chosen randomly by the DM upon receiving the eye.

1 Vial of Beholder Slime. Acts as Oil of Slipperiness.


Ogre Zombie (2)
1 Zombified Beholder Eyestalk. Acts as an arcane focus when
undead (religion)
cas ing necromancy spells.

1 Tattered Morningstar

1 Item in a Giant’s Bag

1 Zombified Hand. Acts as an arcane focus when cas ing

necromancy spells.

Z | Zombie 83
Appendix I: Beasts

Boar (1/4)
Ape (1/2)

beast (nature)
beast (nature)

1 Boar Hide. Acts as a small blanket. 2 hides can be cra ted


1 Ape Hide. Acts as a blanket. Can be cra ted (leatherworker’s

(leatherworker’s tools) into a cloak.


tools) into a cloak.

Brown Bear (1)


Awakened Shrub (0)

beast (nature)
plant (nature)

1 Brown Bear Hide. Acts as a blanket. Can be carefully cra ted


1d4 Twigs. Can be used as kindling.

(leatherworker’s tools) into a cloak that grants resistance to

Awakened Tree (2) cold damage.

plant (nature)
Camel (1/8)

1d4 Branches. Acts as a club. Can be cra ted (woodcarver’s tools) beast (nature)

into a sta f.

1 Camel Hide. Acts as a blanket. Can be cra ted (leatherworker’s


1 Squirming Root. acts as a druidic focus. A druid using the

tools) into a cloak.


focus may cast entangle without using a spell slot. Once this

property has been used, it cannot be used again un il the next


Cat (0)
dawn.
beast (nature)

Axe Beak (1/4)


1 cat pelt. No immediate use. Can be cra ted (leatherworker’s
beast (nature)
tools) into a pouch or carefully cra ted (leatherworker’s tools)

into a water skin.


1 beak. Acts as a sickle.

Baboon (0) Constrictor Snake (1/4)

beast (nature)
beast (nature)

1 Snake Skin. No immediate use. Can be cra ted (leatherworker’s


1 Baboon Pelt. No immediate use. Can be cra ted
tools) into a pouch or carefully cra ted (leatherworker’s tools)
(leatherworker’s tools) into a pouch or carefully cra ted
into a water skin.
(leatherworker’s tools) into a water skin.

Badger (0) Crab (0)

beast (nature)
beast (nature)

1 Crab Claw. No Immediate use. Slightly pointy.


1 Badger Pelt. No immediate use. Can be cra ted (leatherworker’s

tools) into a pouch or carefully cra ted (leatherworker’s tools)


Crocodile (1/2)
into a water skin.
beast (nature)

Bat (0)
1d10 Crocodile Teeth. 20 teeth act as a bag of caltrops. Can be
beast (nature)
carefully cra ted (jeweler’s tools) into dice.

1 Bat Pelt. No immediate use. Can be cra ted (leatherworker’s


Death Dog (1)
tools) into a pouch or carefully cra ted (leatherworker’s tools)
monstrosity (nature)
into a water skin.

Black Bear (1/2) 1 Death Dog Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that requires attunement,


beast (nature)
and grants resistance to cold damage. Curse. While attuned to

the cloak, a creature takes 1d4 poison damage upon the


1 Black Bear Hide. Acts as a blanket. Can be cra ted

comple ion of a long rest.


(leatherworker’s tools) into a cloak.

Blink Dog (1/4) Deer (0)

beast (nature)
beast (nature)

1 Deer Pelt. No immediate use. Can be cra ted (leatherworker’s


1 Blink Dog Hide. Acts as a blanket. Can be cra ted

tools) into a pouch or carefully cra ted (leatherworker’s tools)


(leatherworker’s tools) into a cloak. For the cloak and blanket,

into a water skin.


roll 1d20 each day at dawn. On a 1, the item teleports into the

Feywild.
Dire Wolf (1)

Blood Hawk (1/8) beast (nature)

beast (nature)
1 Dire Wolf Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to


1d4 Blood Hawk Feathers. No immediate use. Can be cra ted

cold damage.
(calligrapher's supplies) into a pen, or carefully cra ted

(woodcarver’s tools) into 2 arrows.

84 Appendix I | Ape - Dire Wolf


Draft Horse (1/4) Giant Boar (2)

beast (nature) beast (nature)

1d4 Hooves. Acts as a hammer. Can be carefully cra ted (jeweler’s 1 Giant Boar Hide. Acts as a blanket. Can be carefully cra ted

tools) into 1d6 dice. (leatherworker’s tools) into a cloak that grants resistance to

cold damage.
Eagle (0)

Giant Centipede (1/4)


beast (nature)

beast (nature)

1d4 Eagle Feathers. No immediate use. Can be cra ted

(calligrapher's supplies) into a pen, or carefully cra ted 1d100 Cen ipede Legs. Acts as dagger. Can be infused with

(woodcarver’s tools) into 2 arrows. magic (no cra ing required) into an arcane focus by a Warlock.

Elephant (4) Giant Constrictor Snake (2)

beast (nature) beast (nature)

1 Elephant Hide. Acts as a blanket. Can be carefully cra ted 2 Snake Skin. No immediate use. Can be cra ted (leatherworker’s

(leatherworker’s tools) into a cloak that grants resistance to tools) into a pouch or carefully cra ted (leatherworker’s tools)

cold damage. into a water skin.

2d4 Elephant Toes. No immediate use. Can be carefully cra ted


Giant Crab (1/8)
(jeweler’s tools) into dice.

1d2 Tusks. Sell for a high price. Can be carefully cra ted (jeweler's beast (nature)

tools) into a small ivory item, worth 10 imes its normal price.
1 Giant Crab Claw. Acts as a dagger. Can be mastercra ted

Elk (1/4) (jeweler’s tools) into a musical instrument.

beast (nature)
Giant Crocodile (5)

1 Antler. No immediate use. Can be consecrated (no cra ing beast (nature)

required) into a druidic focus by a druid.


4d10 Crocodile Teeth. 20 teeth act as a bag of caltrops. Can be

Flying Snake (1/8) carefully cra ted (jeweler’s tools) into dice.

1 Crocodile Hide. Acts as a blanket. Can be carefully cra ted


beast (nature)

(leatherworker’s tools) into a cloak that grants resistance to

1d4 Snake Feathers. No immediate use. Can be cra ted cold damage.

(calligrapher's supplies) into a pen, or carefully cra ted


Giant Eagle (1)
(woodcarver’s tools) into 2 arrows.

beast (nature)
Frog (0)

1d10 Giant Eagle Feathers. No immediate use. Can be cra ted


beast (nature)

(calligrapher's supplies) into a pen, or carefully cra ted

1 Frog Leg. No immediate use. Can be infused with magic (no (woodcarver’s tools) into 2 arrows.

cra ing required) into an arcane focus by a Warlock.


Giant Elk (2)

Giant Ape (7)


beast (nature)

beast (nature)

1 Giant Elk Hide. Acts as a blanket. Can be cra ted

1 Giant Ape Hide. Acts as a blanket. Can be carefully cra ted (leatherworker’s tools) into a cloak.

(leatherworker’s tools) into a cloak that grants resistance to 1 Giant Antler. No immediate use. Can be consecrated (no

cold damage. cra ing required) into a druidic focus by a druid.

2d4 Giant Ape Fingers. No immediate use. Acts as a trophy


Giant Fire Beetle (0)
among hunters and adventurers.

1 Giant Ape Skull. no immediate use. Can be carefully cra ted beast (nature)

(smith’s tools) into a helmet that grants +1 to In imida ion


1 Vial of Fire Beetle blood. Glows faintly for 1d6 days.
checks while worn.
Flammable.
2 Giant Ape Fangs. acts as a druidic focus. Can be cra ted

(leatherworker’s tools) into a dagger.


Giant Frog (1/4)

Giant Badger (1/4) beast (nature)

beast (nature)
1 Giant Frog Leg. Acts as a club. Can be infused with magic (no

cra ing required) into an arcane focus by a Warlock.


1 Giant Badger Hide. Acts as a blanket. Can be cra ted

(leatherworker’s tools) into a cloak.


Giant Goat (1/2)

Giant Bat (1/4) beast (nature)

beast (nature)
1 Giant Goat Hide. Acts as a blanket. Can be cra ted

(leatherworker’s tools) into a cloak.


1 Giant Bat Hide. Acts as a blanket. Can be cra ted

(leatherworker’s tools) into a cloak.

Appendix I | Draft Horse -

Giant Goat 85
Giant Hyena (1) Giant Toad (1)

beast (nature) beast (nature)

1 Giant Hyena Hide. Acts as a blanket. Can be carefully cra ted 1 Giant Toad Leg. Acts as a club. Can be infused with magic (no

(leatherworker’s tools) into a cloak that grants resistance to cra ing required) into an arcane focus by a Warlock.

cold damage.
Giant Vulture (1)

Giant Lizard (1/4)


beast (nature)

beast (nature)

1d8 Giant Vulture Feathers. No immediate use. Can be cra ted

1 Giant Lizard Tail. Acts as a whip. Can be infused with magic (calligrapher's supplies) into a pen, or carefully cra ted

(no cra ing required) into an arcane focus by a Warlock. (woodcarver’s tools) into 2 arrows.

Giant Octopus (1) Giant Wasp (1/2)

beast (nature) beast (nature)

1d8 Giant Tentacle. Acts as a whip. Can be infused with magic 1 Giant Wasp S inger. Acts as a dagger. Can be cra ted

(no cra ing required) into an arcane focus by a Warlock. (alchemist’s supplies) into basic poison.

Giant Owl (1/4) Giant Weasel (1/8)

beast (nature) beast (nature)

1d8 Giant Owl Feathers. No immediate use. Can be cra ted 1 Giant Weasel Hide. Acts as a blanket. Can be cra ted

(calligrapher's supplies) into a pen, or carefully cra ted (leatherworker’s tools) into a cloak.

(woodcarver’s tools) into 2 arrows.


Giant Wolf Spider (1/4)

Giant Poisonous Snake (1/4)


beast (nature)

beast (nature)

1d4 Giant Spider Legs. Acts as a club.

1d6 Poisonous Snake Skin. No immediate use. Can be cra ted


Goat (0)
(leatherworker’s tools) into a pouch or carefully cra ted

(leatherworker’s tools) into a poisoned water skin (contains 1 beast (nature)

dose of basic poison instead of water).


1 Goat Pelt. No immediate use. Can be cra ted (leatherworker’s

Giant Rat (1/8) tools) into a pouch or carefully cra ted (leatherworker’s tools)

into a water skin.


beast (nature)

Hawk (0)
1 Giant Rat Hide. Acts as a blanket. Can be cra ted

(leatherworker’s tools) into a cloak. beast (nature)

Giant Scorpion (3) 1d4 Hawk Feathers. No immediate use. Can be cra ted

(calligrapher's supplies) into a pen, or carefully cra ted


beast (nature)

(woodcarver’s tools) into 2 arrows.

2 Giant Scorpion Claw. Acts as a dagger. Can be mastercra ted


Hunter Shark (2)
(jeweler’s tools) into a musical instrument.

1 Giant Scorpion S inger. Acts as a dagger that deals +1d6 beast (nature)

poison damage.
1d10 Shark Teeth. 20 teeth act as a bag of caltrops. Can be

Giant Sea Horse (1/2) carefully cra ted (jeweler’s tools) into dice.

1 Shark Fin. No immediate use. Can be cra ted (cook’s utensils)


beast (nature)

into a delicious soup.

1 Giant Sea Horse Tail. Acts as a whip. Can be infused with


Hyena (0)
magic (no cra ing required) into an arcane focus by a Warlock.

beast (nature)
Giant Shark (5)

1 Hyena Pelt. No immediate use. Can be cra ted (leatherworker’s


beast (nature)

tools) into a pouch or carefully cra ted (leatherworker’s tools)

3d10 Shark Teeth. 20 teeth act as a bag of caltrops. Can be into a water skin.

carefully cra ted (jeweler’s tools) into dice.


Jackal (0)
2 Shark Fin. No immediate use. Can be cra ted (cook’s utensils)

into a delicious soup. beast (nature)

Giant Spider (1) 1 Jackal Pelt. No immediate use. Can be cra ted (leatherworker’s

tools) into a pouch or carefully cra ted (leatherworker’s tools)


beast (nature)

into a water skin.

1 Web Sac. When held, can cast Web one ime before running

dry.

Appendix I | Giant Hyena -

86 Jackal
Killer Whale (3) Phase Spider (3)

beast (nature) monstrosity (nature)

2d10 Killer Whale Teeth. 20 teeth act as a bag of caltrops. Can 1d8 Phase Spider Eyes. A creature holding the eye can use it to

be carefully cra ted (jeweler’s tools) into dice. cast Blink. The eye disappears a ter the spell is cast.

1 Killer Whale Hide. Can be carefully cra ted (leatherworker’s 1d8 Phase Spider Legs. Acts as a lail. If an attack roll results in a

tools) into a cloak that grants resistance to cold damage. cri ical failure, the leg disappears and the attack fails.

1 Web Sac. Can cast Web once, then runs dry.


Lion (1)

Poisonous Snake (1/8)


beast (nature)

beast (nature)

1 Lion Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to 1 Poisonous Snake Skin. No immediate use. Can be cra ted

cold damage. (leatherworker’s tools) into a pouch or carefully cra ted

(leatherworker’s tools) into a poisoned water skin (contains 1


Lizard (0)
dose of basic poison instead of water).

beast (nature)
Polar Bear (2)

1 Lizard Tail. No immediate use. Can be infused with magic (no


beast (nature)

cra ing required) into an arcane focus by a Warlock.

1 Polar Bear Hide. Acts as a blanket. Can be carefully cra ted


Mammoth (6)
(leatherworker’s tools) into a cloak that grants resistance to

beast (nature) cold damage.

1d8 Polar Bear Teeth. 20 teeth act as a bag of caltrops. Can be


3 Mammoth Hide. Acts as a blanket. Can be carefully cra ted
carefully cra ted (jeweler’s tools) into dice.
(leatherworker’s tools) into a cloak that grants resistance to

cold damage. Pony (1/8)

2 Mammoth Tusks. Acts as a club. Can be carefully cra ted


beast (nature)

(jeweler's tools) into a small ivory item, worth 10 imes its

normal price. 1 Pony Hide. No immediate use. Can be cra ted (leatherworker’s

1 Mammoth Heart. No immediate use. Can be infused with tools) into a pouch or carefully cra ted (leatherworker’s tools)

magic (no cra ing required) into an arcane focus by a Warlock. into a water skin.

Mastiff (1/8) Quipper (0)

beast (nature) beast (nature)

1 Mas i f Hide. Acts as a blanket. 2 hides can be cra ted 1 Quipper Jaw. No immediate use. Can be infused with magic (no

(leatherworker’s tools) into a cloak. cra ing required) into an arcane focus by a Warlock.

Mule (1/8) Rat (0)

beast (nature) beast (nature)

1 Mule Hide. Acts as a blanket. 2 hides can be cra ted 1 Rat Pelt. No immediate use. Can be cra ted (leatherworker’s

(leatherworker’s tools) into a cloak. tools) into a pouch or carefully cra ted (leatherworker’s tools)

into a water skin.


Octopus (0)

Raven (0)
beast (nature)

beast (nature)

1 Tentacle. No immediate use. Can be infused with magic (no

cra ing required) into an arcane focus by a Warlock. 1d4 Raven Feathers. No immediate use. Can be cra ted

(calligrapher's supplies) into a pen, or carefully cra ted


Owl (0)
(woodcarver’s tools) into 2 arrows.

beast (nature)
Reef Shark (1/2)

1d4 owl feathers. No immediate use. Can be cra ted


beast (nature)

(calligrapher's supplies) into a pen, or carefully cra ted

(woodcarver’s tools) into 2 arrows. 1d8 Shark Teeth. 20 teeth act as a bag of caltrops. Can be

carefully cra ted (jeweler’s tools) into dice.


Panther (1/4)

Rhinoceros (2)
beast (nature)

beast (nature)

1 Panther Hide. Acts as a blanket. 2 hides can be cra ted

(leatherworker’s tools) into a cloak. 1 Rhino Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to

cold damage.

1 Rhino Horn. Acts as a club. Can be carefully cra ted

(alchemist’s supplies) into a po ion of healing.

Appendix I | Killer Whale -

Rhinoceros 87
Riding Horse (1/4) Swarm of Rats (1/4)

beast (nature) beast (nature)

1 Horse Hide. No immediate use. Can be cra ted (leatherworker’s 1d20 Rat Pelt. No immediate use. Can be cra ted (leatherworker’s

tools) into a pouch or carefully cra ted (leatherworker’s tools) tools) into a pouch or carefully cra ted (leatherworker’s tools)

into a water skin. into a water skin.

Saber-Toothed Tiger (2) Swarm of Ravens (1/4)

beast (nature) beast (nature)

1 Saber-Toothed Tiger Hide. Acts as a blanket. Can be carefully 1d20 Raven Feathers. No immediate use. Can be cra ted

cra ted (leatherworker’s tools) into a cloak that grants (calligrapher's supplies) into a pen, or carefully cra ted

resistance to cold damage. (woodcarver’s tools) into 2 arrows.

1d2 Saber-Toothed Tiger Fang. Acts as dagger. Can be infused


Tiger (1)
with magic (no cra ing required) into an arcane focus by a

Warlock. beast (nature)

Scorpion (0) 1 Tiger Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to


beast (nature)

cold damage.

1 Scorpion Carapace. No immediate use. Can be infused with


Vulture (0)
magic (no cra ing required) into an arcane focus by a Warlock.

beast (nature)
Sea Horse (0)

1d4 Vulture Feathers. No immediate use. Can be cra ted


beast (nature)

(calligrapher's supplies) into a pen, or carefully cra ted

1 Sea Horse Tail. No immediate use. Can be infused with magic (woodcarver’s tools) into 2 arrows.

(no cra ing required) into an arcane focus by a Warlock.


Warhorse (1/2)

Spider (0)
beast (nature)

beast (nature)

1 Horse Hide. No immediate use. Can be cra ted (leatherworker’s

1 spider carapace. No immediate use. Can be infused with magic tools) into a pouch or carefully cra ted (leatherworker’s tools)

(no cra ing required) into an arcane focus by a Warlock. into a water skin.

Swarm of Bats (1/4) Weasel (0)

beast (nature) beast (nature)

1d20 Bat Pelt. No immediate use. Can be cra ted (leatherworker’s 1 Weasel Pelt. No immediate use. Can be cra ted (leatherworker’s

tools) into a pouch or carefully cra ted (leatherworker’s tools) tools) into a pouch or carefully cra ted (leatherworker’s tools)

into a water skin. into a water skin.

Swarm of Insects (1/2) Winter Wolf (3)

beast (nature) monstrosity (nature)

1d20 items based on type of insect (see other entries). 1 Winter Wolf Hide. Acts as a blanket. Can be carefully cra ted

(leatherworker’s tools) into a cloak that grants resistance to


Swarm of Poisonous Snakes (2)
cold damage.

beast (nature) 1d4 Winter Wolf Teeth. 20 teeth act as a bag of caltrops. Can be

carefully cra ted (jeweler’s tools) into dice that grant advantage
2d20 Poisonous Snake Skin. No immediate use. Can be cra ted
on checks made to determine the outcome to a dice game in
(leatherworker’s tools) into a pouch or carefully cra ted
cold weather.
(leatherworker’s tools) into a poisoned water skin (contains 1
1 Winter Wolf Heart. No immediate use. Can be infused with
dose of basic poison instead of water).
magic (no cra ing required) into an arcane focus by a Warlock.

Swarm of Quippers (1)


Wolf (1/4)

beast (nature)
beast (nature)

1d20 Quipper Jaw. No immediate use. Can be infused with magic


1 Wolf Hide. Acts as a blanket. 2 hides can be cra ted
(no cra ing required) into an arcane focus by a Warlock.
(leatherworker’s tools) into a cloak.

Worg (1/2)

monstrosity (nature)

1 Worg Hide. Acts as a blanket. Can be cra ted (leatherworker’s

tools) into a cloak.

Appendix I | Riding Horse -

88 Worg
Appendix II: NPCs

Acolyte (1/4) Cult Fanatic (2)

humanoid (survival) humanoid (survival)

1 Holy Book of the Acolyte’s order 1 Cul ist’s Book. Contains lore and dogma of the cult

1 Spellcas ing Component Pouch

Archmage (12)

Druid (2)
humanoid (survival)

humanoid (survival)

1 Spellcas ing component pouch

2d4 Healing Po ions 1 Spellcas ing Component Pouch

1 Arcane Focus 1 Tribal Token. a small totem that can act as a druidic spell focus

3d4 books (useless)

Gladiator (5)
1 Spellbook. Contains 2 random spells of 5th level or less that can

be copied by a wizard humanoid (survival)

1d4-1 Skill Books. Contain knowledge concerning a certain skill


1 Set of Tattered Studded Leather Armor
and topic that the Archmage was interested in. For example:
1 Tattered Shield
History (Lords of the Land). Using the book for 5 minutes is
1d2 Warrior’s Marks. a scrap of skin with a tattoo on it that can
equivalent on rolling a 15 on the related skill
be used to prove the iden ity of the foe.
2 Flasks of Alchemist’s Fire

1 Shield of Glor y. acts as a shield. Displays the symbol of a


1 Map to a nearby Archmage tower

wealthy patron or champion fighter who owns the gladiator,

Assassin (8) and grants advantage on Charisma (Decep ion) checks made to

convince others the owner of the shield is associated with the


humanoid (survival)

symbol's owner.

1 Set of Thieves' Tools 3 Admirer’s Tokens. trinkets from fans who wished to bestow a

3 Vials of Standard Poison gi t to the gladiator

1 Briefing. a short descrip ion of the mission of the assassin.


Guard (1/8)
Purposefully vague.

1 Hit List. a list of past or future targets of the assassin humanoid (survival)

1 Contact list. a list of places to hide out or find work in the


1 coil of rope, just long enough to bind the hands of a
closest civiliza ion
humanoid
1 Keepsake. a trinket or letter revealing the reason the assassin

chooses to kill
Knight (3)

Bandit (1/8) humanoid (survival)

humanoid (survival)
1 set of tattered plate mail

1d2 Warrior’s Marks. a scrap of skin with a tattoo on it that can


1 Bandit Code. a password or symbol that allows entrance to
be used to prove the iden ity of the foe.
certain circles
1 Lord’s Crest. A small token of the ruling lord which can prove

Bandit Captain (2) fealty to the land, and grants advantage on Charisma

(Decep ion) checks made to convince others the owner of the


humanoid (survival)

crest is associated with the ruling lord.

1 Bandit Code. a password or symbol that allows entrance to 1 Admirer’s token. a trinket from a person who wished to thank

certain circles the knight for their service

1 Captain’s Cloak. Acts as a cloak, grants +1 to Persuasion checks


Mage (6)
towards Bandits

humanoid (survival)
Berserker (2)

1 Spellcas ing Component Pouch


humanoid (survival)

1d4 Healing Po ions

1 Tribal Token. a small totem that can act as a druidic spell focus 1 Arcane Focus

1 Pouch of Incense. As an ac ion, can be inhaled to grant all 1d4 Books (useless)

attacks to be made with advantage for 1 hour. During this ime, 1 Spellbook. Contains 1 random spell of 3rd level or less that can

all attack rolls made against you are made with advantage. be copied by a wizard

1 Flask of Alchemist’s Fire


Commoner (0)

Noble (1/8)
humanoid (survival)

humanoid (survival)

1 set of Tattered Clothing

1 Insignia of Nobility (usually a ring or amulet). very


Cultist (1/8)
valuable but easily traceable

humanoid (survival)

1 Cul ist’s Book. Contains lore and dogma of the cult

Appendix II | Acolyte - Noble 89


Priest (2) Thug (1/2)

humanoid (survival) humanoid (survival)

1 Holy Book of the Priest’s order 1 Keepsake. a trinket or letter revealing the reason the thug

1 Spellcas ing Component Pouch needed money

Scout (1/2) Tribal Warrior (1/8)

humanoid (survival) humanoid (survival)

1 Briefing. a short descrip ion of the mission of the scout. 1 Tribal Token. a small totem that can act as a druidic spell focus

Purposefully vague.
Veteran (3)

Spy (1)
humanoid (survival)

humanoid (survival)

1 set of tattered splint armor 1d2 Warrior’s Marks. a scrap of

1 Set of Thieves’ Tools skin with a tattoo on it that can be used to prove the iden ity of

1 Briefing. a short descrip ion of the mission of the spy. the foe.

Purposefully vague. 1 Healer's Kit

1 Keepsake. a trinket or letter revealing the reason the veteran

chooses to fight.

90 Appendix II | Priest - Veteran


Appendix III: Crafting Index

Abjuration Red Dragon Tail (master) Remorhaz Antennae (careful) Ancient Gold Dragon Fire Sac
Cyclops Eye (careful) White Dragon Tail (master) Roper Eye (master)
Shambling Mound Root-Stem Ancient Brass Dragon Sleep Roper Eye (careful) Silver Dragon Tail (master)
(master) Salve(master) Sahuagin Fin Ancient Silver Dragon Ice
Heart of the Tarrasque Ancient Bronze Dragon Sahuagin Baron Heart Gland (master)
(master) Repulsion Salve(master) (master) Flumph Tentacles
Vampire Heart (master) Ancient Copper Dragon Shambling Mound Vines Eyes of the Mummy Lord
Heart of the Yugoloth Slowing Salve(master) Eyes of the Sphinx (master) (master)
(master) Ancient Gold Dragon Gullet of the Tarrasque Vampire Dust (careful)
Weakening Salve(master) (master) Vampire Fangs (master)
Alchemist’s Ancient Silver Dragon Tarrasque Stomach Acid Giant Wasp
Supplies/Herbalism Paralyzing Salve(master) (master)
Kit Drider Legs Claws of the Tarrasque Brewer’s Supplies
Aarakocra Feathers Drider Eyes (master) Gas Spore Malt (careful)
Vial of Ectoplasm Dryad Heart (master) Umber Hulk Antennae Shrieker Malt (careful)
Banshee Duergar Head (careful) (careful) Violet Fungus Malt (careful)
Demilich Duergar Head (master) Unicorn Hooves (master) Myconid Malt (careful)
Shadow Demon Eye of the Empyrean (master) Arcanaloth Eyes (master) Sovereign Malt (careful)
Ghost Ettin Heart (careful) Rhino Horn (careful)
Specter Motes of Green Flame Calligrapher’s
Will-o'-wisp Fomorian Stomach Lining Alchemist’s Supplies
Wraith (careful) Supplies/Poisoner’s Drider Spinneret
Cloud Giant Heart (careful) Kit Griffon Feathers
Basilisk Stomach (master)
Fire Giant Heart (careful) Aboleth Mucous (careful) Harpy Feathers
Death Tyrant Skull (careful)
Frost Giant Heart (careful) Ankheg Acid Hippogriff Feathers
Strong Bugbear Heart
Hill Giant Heart (careful) Cockatrice Venom (careful) Kenku Feathers
Cambion Horns
Stone Giant Heart (careful) Barlgura Tusks (careful) Owlbear Feathers
Centaur Hooves
Storm Giant Heart (careful) Glabrezu Claws (careful) Pegasus Feathers
Chimera Claws
Gorgon Stomach (master) Hezrou Stench Glands Peryton Feathers
Cloaker Blood
Grell Beak (careful) (careful) Stirge Stinger
Cloaker Eyes
Hell Hound Teeth (careful) Ancient Black Dragon Acid Blood Hawk Feathers
Cyclops Heart (careful)
Strong Hobgoblin Heart Pouch (master) Eagle Feathers
Demilich Teeth (careful)
(careful) Ancient Blue Dragon Snake Feathers
Foul Ichor (master)
Kraken Eyes (master) Lightning Organ (master) Giant Eagle Feathers
Jackalwere
Lizardfolk Heart of Semuanya Ancient Green Dragon Giant Owl Feathers
Barlgura Tusks (careful) Poison Lung (master) Giant Vulture Feathers
(careful)
Glabrezu Claws (careful) Ancient Red Dragon Fire Sac Hawk Feathers
Minotaur Horns (master)
Goristro Horns (master) (master) Owl Feathers
Minotaur Skeleton
Hezrou Spines (master) Ancient White Dragon Ice Raven Feathers
Demon Snake Tail (master) Heart of the Mummy Gland (master) Vulture Feathers
Lizardfolk King/Queen (master) Brass Dragon Tail (master)
Naga Bones Ancient Brass Dragon Fire Carpenter’s Tools
Marilith Head (master)
Nothic Eye (careful) Sac (master) Hands of the Empyrean
Vrock Eyes
Oni Eyes (master) Bronze Dragon Tail (master) (careful)
Demon Spider Legs (master)
Ochre Jelly (careful) Ancient Bronze Dragon Kraken Skull (master)
Erinyes Feathers (master)
Orc Left Eye of Fury Lightning Organ (master) Kraken Ribcage (master)
Imp Wings (master)
Orc War Chief’s Head Copper Dragon Tail (master) Purple Worm Teeth (careful)
Doppelganger Brain (careful)
(careful) Ancient Copper Dragon Acid Tail of the Tarrasque (master)
Motes of Shadow (master)
Adult Remorhaz Heat Gland Pouch (master) Horns of the Tarrasque
Black Dragon Tail (master)
(master) Gold Dragon Tail (master) (master)
Blue Dragon Tail (master)
Young Remorhaz Heat Gland
Green Dragon Tail (master)
(master)

Appendix III | Abjuration -

Carpenter's Tools 91
Conjuration Mummy Lord Dust (master) Bullywug Bladder Kuo-Toa Hide (careful)
Azer Heart (careful) Wisp of Shadow (careful) Cambion Wing (master) Lizardfolk Hide (careful)
Beholder Eyestalks (master) Shadow Cloaker Head (careful) Manticore Wings
Kraken Hearts (master) Vampire Couatl Hide (careful) Merfolk Hide (careful)
Sphinx Feathers (master) Wight Chasme Head (careful) Merrow Hide (careful)
Heart of the Androsphinx Wraith Goristro Hide (master) Minotaur Hide
(master) Nalfeshnee Hide (master) Owlbear Hide
Ribcage of the Tarrasque Illusion Vrock Hide (master) Piercer Hide
(master) Cloaker Wing (master) Barbed Devil Hide (careful) Purple Worm Stomach Lining
Displacer Beast Paws Bone Devil Hide (master) Purple Worm Stomach Lining
Cook’s Utensils (careful) Bone Devil Wings (careful) (careful)
Remorhaz Legs (careful) Arcanaloth Hide (master) Pit Fiend Hide (master) Quaggoth Hide (careful)
Slaad Liver (careful) Dinosaur Hide (careful) Rakshasa Pelt (master)
Tail of the Tarrasque (master) Jeweler’s Tools Plesiosaurus Bladder Remorhaz Stomach
Shark Fin Aboleth Teeth (careful) Tattered Pteranodon Wings Remorhaz Stomach (careful)
Death Knight Bones (careful) Roc Feathers (master)
Divination Goristro Teeth (careful) Displacer Beast Tentacles Roper Hide (careful)
Mind Flayer Brain (careful) Devil Eyes (master) (master) Hand of a Sahuagin Baron
Nothic Eye (master) Devil Teeth (careful) Displacer Beast Hide (careful)
Otyugh Eyestalk (careful) Blue Dragon Eyes (master) (master) Salamander Hide (master)
Rakshasa Hands (master) Red Dragon Eyes (master) Black Dragon Wing (master) Death Slaad Hide (master)
Roc Heart (careful) Gold Dragon Eyes (master) Black Dragon Hide (master) Throat of the Sphinx (careful)
Heart of the Gynosphinx Silver Dragon Eyes (master) Blue Dragon Wing (master) Sphinx Pelt (careful)
(master) Dragon Turtle Eyes (master) Blue Dragon Hide (master) Succubus/Incubus Wings
Eyes of the Tarrasque Fomorian Evil Eye (careful) Green Dragon Wing (master) (careful)
(master) Hell Hound Teeth (careful) Green Dragon Hide (master) Gullet of the Tarrasque
Vampire Hand (careful) Manticore Teeth (careful) Red Dragon Wing (master) (master)
Xorn Eye Nightmare Hooves (careful) Red Dragon Hide (master) Unicorn Pelt (master)
Nycaloth Horns (careful) Pegasus Hooves (careful) White Dragon Wing (master) Wyvern Wings (master)
Rakshasa Fangs (careful) White Dragon Hide (master) Yeti Hide
Enchantment Rakshasa Eyes (master) Brass Dragon Wing (master) Yeti Throat
Nalfeshnee Tusks (careful) Roper Teeth (careful) Brass Dragon Hide (master) Snake Skin
Horns of the Tarrasque Red Slaad Claws (master) Bronze Dragon Wing Yuan-Ti
(master) Troll Teeth (careful) (master) Snake Skin (careful)
Umber Hulk Eyes (careful) Ultroloth Eyes (master) Bronze Dragon Hide (master) Yuan-Ti
Vampire Eyes (careful) Crocodile Teeth (careful) Copper Dragon Wing
Hooves (careful) (master) Nycaloth Wings (careful)
Evocation Elephant Toes (careful) Copper Dragon Hide (master) Ape Hide
Dragon Turtle Steam Organ Tusks (careful) Gold Dragon Wing (master) Baboon Pelt
(master) Giant Crab Claw (master) Gold Dragon Hide (master) Baboon Pelt (careful)
Heart of Wind (master) Giant Scorpion Claw (master) Silver Dragon Wing (master) Bat Pelt
Air Elemental Shark Teeth (careful) Silver Dragon Hide (master) Bat Pelt (careful)
Invisible Stalker Killer Whale Teeth (careful) Dragon Turtle Hide (master) Black Bear Hide
Mammoth Tusks (careful) Hands of the Empyrean Blink Dog Hide
Heart of Stone (master)
Polar Bear Teeth (careful) (careful) Boar Hide
Earth Elemental
Winter Wolf Teeth (careful) Faerie Dragon Wings Wereboar
Galeb Duhr
Xorn (master) Brown Bear Hide (careful)
Leatherworker’s Deep Gnome Hide Werebear
Heart of Fire (master) Tools Grick Hide
Fire Elemental Aboleth Tail (careful) Camel Hide
Grimlock Hide
Aboleth Hide (master) Cat Pelt
Heart of Waves (master) Hell Hound Hide (careful)
Aboleth’s Bladder (master) Cat Pelt (careful)
Water Elemental Hippogriff Pelt
Behir Hide (master) Death Dog Hide (careful)
Water Weird Hippogriff Pelt (careful)
Behir Tail (careful) Deer Pelt
Hydra Heads (careful)
Beard Hairs of the Storm Spectator Hide (master) Deer Pelt (careful)
Kraken Hide (careful)
Giant (master)
Appendix III | Conjuration -

92 Leatherworker's Tools
Leatherworker’s Necromancy Adult Green Dragon Skull Copper Dragon Scales
Tools (cont.) Bones of the Lich (careful) (master) (master)
Dire Wolf Hide (careful) Revenant Heart (careful) Ancient Red Dragon Skull Ancient Copper Dragon
Elephant Hide (careful) Ribcage of the Tarrasque (master) Frond (master)
Giant Ape Hide (careful) (master) Red Dragon Claws (master) Adult Copper Dragon Skull
Giant Ape Fangs Red Dragon Scales (master) (master)
Giant Badger Hide Smith’s Tools Ancient Red Dragon Horns Adult Copper Dragon Frond
Giant Bat Hide Aboleth Tentacles (master) (master) (master)
Giant Boar Hide (careful) Ankheg Claw (careful) Adult Red Dragon Skull Ancient Gold Dragon Skull
Crocodile Hide (careful) Basilisk Fang (master) (master)
Giant Elk Hide Behir Claws (master) Adult Red Dragon Horns Gold Dragon Claws (master)
Giant Goat Hide Behir Fangs (master) Gold Dragon Scales (master)
Giant Hyena Hide (careful) Beholder Eye (master) Young Red Dragon Horns Gold Dragon Fins (master)
Poisonous Snake Skin Bulette Head Plate (careful) (master) Adult Gold Dragon Skull
Poisonous Snake Skin Bulette Claws Ancient White Dragon Skull (master)
(careful) Chuul Carapace (careful) (master) Ancient Silver Dragon Skull
Giant Rat Hide Chuul Pincers (master) White Dragon Claws (master) (master)
Giant Weasel Glabrezu Carapace (master) White Dragon Scales Silver Dragon Claws (master)
Goat Pelt Bone Devil Skull (master) (master) Silver Dragon Scales (master)
Goat Pelt (careful) Ice Devil Carapace (master) Ancient White Dragon Frond Silver Dragon Fins (master)
Hyena Pelt Pit Fiend Head (master) (master) Adult Silver Dragon Skull
Hyena Pelt (careful) Spined Devil Spines (careful) Adult White Dragon Skull (master)
Jackal Pelt Dinosaur Claw (master) Dragon Turtle Claws (master)
Jackal Pelt (careful) Knobbed Tail (carefully) Adult White Dragon Frond Dragon Turtle Shell
Killer Whale Hide (careful) Triceratops Horns (careful) (master) Fragments (master)
Lion Hide (careful) Tyrannosaurus Skull (master) Ancient Brass Dragon Skull Titan’s Skull (master)
Mammoth Hide (careful) Ancient Black Dragon Skull (master) Gorgon Hide (master)
Mastiff Hide (master) Brass Dragon Claws (master) Gorgon Skull (careful)
Mule Hide Black Dragon Claws (master) Brass Dragon Scales (master) Grick Beak (careful)
Panther Hide Black Dragon Scales (master) Ancient Brass Dragon Frill Hook Horror Carapace
Polar Bear Hide (careful) Ancient Black Dragon Horns (master) (careful)
Pony Hide (master) Adult Brass Dragon Skull Kraken Scales (master)
Pony Hide (careful) Adult Black Dragon Skull (master) Naga Scales (careful)
Rat Pelt (master) Adult Brass Dragon Frill Nothic Claws (master)
Wererat Adult Black Dragon Horns (master) Purple Worm Teeth (careful)
Rat Pelt (careful) (master) Ancient Bronze Dragon Skull Purple Worm Scales (master)
Rhino Hide (careful) Ancient Blue Dragon Skull (master) Adult Remorhaz Carapace
Horse Hide (master) Bronze Dragon Claws Young Remorhaz Carapace
Horse Hide (careful) Blue Dragon Claws (master) (master) Roc Beak (careful)
Tiger Hide (careful) Blue Dragon Scales (master) Bronze Dragon Scales Sahuagin Baron Head
Ancient Blue Dragon Horn (master) (careful)
Weretiger (master) Ancient Bronze Dragon Bones of the Tarrasque
Weasel Pelt Adult Blue Dragon Skull Horns (master) (master)
Weasel Pelt (careful) (master) Adult Bronze Dragon Skull Scales of the Tarrasque
Winter Wolf Pelt (careful) Adult Blue Dragon Horn (master) (master)
Wolf Hide (master) Adult Bronze Dragon Horns Teeth of the Tarrasque
Werewolf Ancient Green Dragon Skull (master) (master)
Worg Hide (master) Young Bronze Dragon Horns Umber Hulk Claws (careful)
Green Dragon Claws (master) (master) Umber Hulk Carapace
Mason’s Tools Green Dragon Scales Ancient Copper Dragon Skull (careful)
Gargoyle Wings (master) (master) (master) Wyvern Scales (master)
Kraken Ribcage (master) Green Dragon Spines Copper Dragon Claws Mezzoloth Shell (careful)
Ribcage of the Tarrasque (master) (master) Giant Ape Skull (careful)
(master)

Appendix III | Leatherworker's

Tools - Smith's Tools 93


Tinker’s Tools Succubus/Incubus Heart Adult Red Dragon Skull Kenku Feathers (careful)
Cog of Primus (master) (master) (master) Kraken Teeth (careful)
Gyro of Primus (master) Skull of the Tarrasque Ancient White Dragon Skull Owlbear Feathers (careful)
(master) (master) Pegasus Feathers (careful)
Transmutation Yeti Eyes (careful) Adult White Dragon Skull Peryton Feathers (careful)
Animate Carpet Patch (master) Satyr’s Horn (careful)
(master) Weaver’s Tools Ancient Brass Dragon Skull Skull of the Tarrasque
Dracolich Bone (master) Bulette Tendon (careful) (master) (master)
Demonic Jewelry Divine Hair Adult Brass Dragon Skull Branches
Clumps of Golem Clay Mane of the Sphinx (master) (master) Treant
(master) Strands of Hair from a Ancient Bronze Dragon Skull Awakened Tree
Flesh Golem Limbs (master) Unicorn’s Mane (master) (master) Blood Hawk Feathers
Hunks of Golem Iron Adult Bronze Dragon Skull Eagle Feathers (careful)
(master) Woodcarver’s Tools (master) Snake Feathers (careful)
Golem Stones (master) Ancient Black Dragon Skull Ancient Copper Dragon Skull Giant Eagle Feathers (careful)
Homunculus Clay (careful) (master) (master) Giant Eagle Feathers (careful)
Mandrake Root (careful) Adult Black Dragon Skull Adult Copper Dragon Skull Giant Vulture Feathers
Hydra Heart (master) (master) (master) (careful)
Medusa Heart (master) Ancient Blue Dragon Skull Ancient Gold Dragon Skull Hawk Feathers (careful)
Ogre Heart (master) (master) (master) Owl Feathers (careful)
Otyugh Stomach (careful) Adult Blue Dragon Skull Adult Gold Dragon Skull Raven Feathers (careful)
Rakshasa Tongue (master) (master) (master) Vulture Feathers (careful)
Roc Eye (careful) Ancient Green Dragon Skull Ancient Silver Dragon Skull
Hag’s Soul Stone (careful) (master) (master)
Wisp of Shadow (master) Adult Green Dragon Skull Adult Silver Dragon Skull
Shadow (master) (master)
Vampire Ancient Red Dragon Skull Griffon Feathers (careful)
Wight (master) Hippogriff Feathers (careful)

Appendix III | Tinker's Tools -

94 Woodcarver's Tools