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
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
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
equal CR. 1d4 small items can count as a single items, and
be a wizard studying the listed school of magic. NPCs may charge
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
Basic Rules
Giant/Humanoid: Survival check Some modifiers that will be applied to certain pieces of loot:
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
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
ra ions:
Aarakocra (1/4) they char the skin of any creature with an alignment di ferent
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
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)
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
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
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
of prayer.
The creature transforms into the original angel, who gains all
its stats and abili ies and has full hit points. The transforma ion
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
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
who gains all its stats and abili ies and has full hit points. The
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)
e fect of a Gentle Repose spell as long as it remains around the 1 Tattered Longsword
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
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)
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
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
A | Angel - Azer 3
Banshee (4) Beholders
undead (religion)
I found a big pokey s ick and it's going in your eye, buddy
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
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.
4d4 Behir Claws. Act as daggers that can cut through dragon
Beholder’s vic ims.
2 Behir Fangs. Act as daggers. Can be cra ted (smith’s tools) into undead (religion)
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
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.
Etherealness.
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
per the spell, despite the fact that the creature is undead.
4 B | Banshee - Beholder
Spectator (3) Bugbear (1)
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
(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.
(including the spellcaster) it can see within 30 feet of it. The humanoid (survival)
'Bout to drop the hottest rap album in the Haunted Forest 1d2 Bugbear Tusk. When held, grants advantage on Charisma
Needle Blight (1/4) 1 Bugbear Chief 's Morningstar. Acts as a Morningstar that can
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
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.
Vine Blight (1/2) (weaver's tools) into a shortbow +1. On a hit, the target must
not taken from the body of the vine blight, it will plant itself humanoid (survival)
B | Beholder - Bullywug 5
Chuul (4)
Cambion (5)
aberra ion (arcana)
fiend (religion)
wielder can cast Charm Person (save DC 14) once per day.
aberra ion (arcana)
1 Tattered Pike
Cockatrice (1/2)
4d4 Arrows
monstrosity (nature)
2 Centaur Hooves. No immediate use. Can be cra ted
cast Dispel Magic (at 3rd level) once per day from the head.
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.
6 C | Cambion - Cockatrice
Couatl (4) Crawling Claw (0)
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.
a DC 13 Cons itu ion saving throw or be poisoned for 24 hours. giant (survival)
collectors or admirers.
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
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
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
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.
Banishment once per day. At the next sunset, the hand turns
wearer can cast Death Ward on themselves once per day. If the
skeleton (at the DM's discre ion) which obeys the commands of
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.
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.
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
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
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.
points, its soul is trapped as if it failed the saving throw. If the fiend (religion)
poisoned condi ion for 1 hour, and heals any poisons currently
crumble into useless dust.
1d6 rounds. During this ime, attack rolls against the creature
have advantage.
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.
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).
(2d6) necro ic damage on a hit. On a hit, the target’s hit point Goristro (17)
creature that can't hear automa ically succeeds on the save. The
is incapacitated. Holding the amulet grants one favor from the
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
damage.
consumed, grants immunity to poison damage and the
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.
10 D | Demon
Hezrou (8) Marilith (16)
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
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.
fiend (religion) add 2 to their AC against a melee attack that would hit them. If
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
D | Demon 11
Nalfeshnee (13) Quasit (1)
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.
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
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.
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
saving throws made against spells and magic e fects for 1 hour). fiend (religion)
3d4 Devil Claws. Acts as a magical dagger that deals fire damage
resistance of demons.
an ac ion.
D | Demon - Devil 13
Chain Devil (8) Horned Devil (11)
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
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
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
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
2d10 Silvered Arrows. as described in the Player’s Handbook Ice Devil (14)
(pg. 148)
fiend (religion)
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.
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
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.
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
Lemure a ter 1d10 days, unless the devil was killed by a good-
14 D | Devil
Imp (1) Spined Devil (2)
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
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.
beast (nature)
1 Pit Fiend Head. While being held, grants advantage on
can use both bracers to cast Find Familiar once per day. The Plesiosaurus (2)
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
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)
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 ac ion.
Lemure a ter 1d10 days, unless the devil was killed by a good-
D | Devil - Dinosaur 15
Tyrannosaurus Rex (8) Dracolich (+1 from dragon)
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
1 Displacer Beast Hide. No immediate use. Can replace 4 Shadow Dragon (+3 from Dragon)
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
eyes or tongues.
16 D | Dinosaur - Dragon
Black Dragons
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
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
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
(MM pg. 347) except that its type is construct and it has
D | Dragon (Black) 17
Adult Black Dragon (14) Young Black Dragon (7)
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
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
fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)
greataxe +2.
18 D | Dragon (Black)
Blue Dragons
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
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
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)
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
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
mastercra ted (leatherworker’s tools) into the equivalent of one dragon (nature)
attuned creature can cast Sugges ion (save DC 20) once per day,
however, the target of the spell must have the Dragon tag.
monstrous minions
20 D | Dragon (Blue)
Green Dragons
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
into fer ile soil, a ter 1d10 days the tooth will grow into an In Lair: 1d10 – 7 Green Dragon Eggs
Guard (MM pg. 347) except that its type is construct and it has
D | Dragon (Green) 21
Adult Green Dragon (15) Young Green Dragon (8)
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
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
2 Strips of Green Dragon Hide. Acts as a blanket. Each can be dragon (nature)
day.
minions
22 D | Dragon (Green)
Red Dragons
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
D | Dragon (Red) 23
Adult Red Dragon (17) Young Red Dragon (10)
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
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
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
+2.
attuned creature can cast Fear (save DC 20) once per day,
however, the target of the spell must have the Dragon tag.
24 D | Dragon (Red)
White Dragons
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
(MM pg. 347) except that its type is construct and it has
D | Dragon (White) 25
Adult White Dragon (13) Young White Dragon (6)
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
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
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.
26 D | Dragon (White)
Brass Dragons
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
D | Dragon (Brass) 27
Adult Brass Dragon (13) Young Brass Dragon (6)
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
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
fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)
28 D | Dragon (Brass)
Bronze Dragons
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
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
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
D | Dragon (Bronze) 29
Adult Bronze Dragon (15) Young Bronze Dragon (8)
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
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)
warhammer +2.
30 D | Dragon (Bronze)
Copper Dragon
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
D | Dragon (Copper) 31
Adult Copper Dragon (14) Young Copper Dragon (7)
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
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
fer ile soil, a ter 1d10 days the tooth will grow into an armed dragon (nature)
32 D | Dragon (Copper)
Gold Dragons
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
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
D | Dragon (Gold) 33
Adult Gold Dragon (17) Young Gold Dragon (10)
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
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
2 Strips of Gold Dragon Hide. Acts as a blanket. Each can be dragon (nature)
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
34 D | Dragon (Gold)
Silver Dragons
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).
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
D | Dragon (Silver) 35
Adult Silver Dragon (16) Young Silver Dragon (9)
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
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
2 Strips of Silver Dragon Hide. Acts as a blanket. Each can be dragon (nature)
DC 20) once per day, however, the target of the spell must have
wielder can cast Fog Cloud as a 3rd level spell as an ac ion once
per day.
36 D | Dragon (Silver)
Dragon Turtle (17) Drider (6)
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
mastercra ted (jeweler’s tools) into an amulet that requires fey (religion)
Animal Friendship.
Duergar (1)
humanoid (survival)
1 Tattered Shield
Invisibility.
D | Dragon - Duergar 37
Fire Elemental (5)
Air Elemental (5) 3d2 Motes of Elemental Fire. Appears as a rock that glows
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.
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
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.
a Conjure Elemental spell, which has its cas ing ime reduced to
38 E | Elemental
Drow Mage (7)
Elves
humanoid (survival)
Drow (1/4)
1 Spellcas ing component pouch
humanoid (survival)
1d4 healing po ions
Drow Elite Warrior (5) unoccupied space within 60 feet of its summoner, acts as an
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
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
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
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
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
40 E | Empyrean - Ettercap
Ettin (4)
giant (survival)
1 Tattered Battleaxe
1 Tattered Morningstar
spellcaster (Divina ion) into a font of water that can act as the
collectors or admirers.
E | Ettin 41
Flameskull (4)
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
dragon (nature) 1d4 Motes of Green Flame. No immediate use. Can be cra ted
can be mastercra ted (leatherworker’s tools) into a cloak that Flumph (1/8)
Addi ionally, the wearer may use their ac ion to cast Greater
1d4 Flumph Tentacles. No immediate use. Can be cra ted
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.
plant (nature)
1 Fomorian Evil Eye. No immediate use. Can be carefully cra ted
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.
carefully cra ted (alchemist’s supplies) into a Po ion of Fungal plant (nature)
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
centered on the mote. Can be used as the material component elemental (arcana)
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
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)
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
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.
G | Genie - Giant 45
Stone Giant (7) Githyanki Knight (8)
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.
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
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)
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
humanoid (survival)
humanoid (survival)
the heart may shi t. This consumes the heart. When the spell is
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
Gnoll Fang of Yeenoghu (4) dimly. If dropped or thrown to the ground as an improvised
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.
shi t. This consumes the heart. When the spell is cast, roll 1d20. construct (arcana)
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 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.
humanoid (survival) proper ies, it can be mastercra ted (evoca ion) by a spellcaster
G | Gnoll - Golem 47
Iron (16) Gorgon (5)
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.
proper ies, it can be mastercra ted (evoca ion) by a spellcaster aberra ion (arcana)
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)
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)
of the Grick
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.
G | Griffon - Grimlock 49
Sea (2)
Green (3) 1d4 Sea Hag Fingers. When consumed, casts Alter Self on the
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
1 Weird Magic Item. A grotesque trinket chosen by the DM. humanoid (survival)
monstrosity (nature)
fiend (religion)
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.
can cast a spell (also chosen by the DM) at 3rd level. Hags
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.
in luence goblinoids.
monstrosity (nature)
1 Hippogri f Pelt. No immediate use. Can be cra ted Hobgoblin’s stronghold, and where they were planning to
1d10 Hippogri f Feathers. No immediate use. Can be cra ted Homunculus (0)
1 Tattered Longbow
monstrosity (nature)
1 Tattered Chain Mail
1d2 Hobgoblin Ears. No immediate use. Acts as a trophy for Grants advantage on Strength (Athle ics) checks made to
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.
creature each day. Each day it is not salted or kept cold, roll 1d6
start of each hour, and its severed body part can be healed as if
body part is held to the stump, two of the severed body part
I | Intellect Devourer -
52 Invisible Stalker
Jackalwere (1/2)
humanoid (survival)
poisoned condi ion for 1 hour, and heals any poisons currently
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
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
Kobold (1/8) the item is a Chariot, magical e fects can’t reduce its speed or
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
54 K | Kenku - Kraken
Kuo-Toa (1/4) Kuo-Toa Whip (1)
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
humanoid (survival)
2d4 Inane Objects. Roll on the Trinket table (PHB pg. 160), but
bird feather)
K | Kuo-Toa 55
1 Tome of Darkness. Incomprehensible to those who are not
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
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
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.
56 L | Lamia - Lizardfolk
Lizardfolk Shaman (2) Wereboar (4)
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 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
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.
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
Werebear (5) 1d4 Tiger Claw. Acts as a dagger. The dagger counts as a silvered
Werewolf (3)
1 Tattered Greataxe
humanoid (survival)
1 Cursed Bear Fang. Acts as a dagger. A humanoid hit by the
L | Lizardfolk - Lycanthrope 57
Ice (1/2)
Magmin (1/2)
elemental (arcana)
elemental (arcana)
Magma (1/2)
Manticore (3)
elemental (arcana)
monstrosity (nature)
1d20 Man icore Tail Spikes. Act as darts that deal 1d6 damage Mud (1/4)
carefully cra ted (jeweler’s tools) into dice. 1 Smear of Elemental Mud. Can be used as a material
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.
they wear the amulet. It has no e fect if the creature’s Charisma elemental (arcana)
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
Merrow (2)
Dust (1/2)
1 Tattered Harpoon
elemental (arcana) 1 Merrow Hide. No immediate use. Can be carefully cra ted
58 M | Magmin - Merrow
Mimic (2) Duodrone (1/4)
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
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.
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
Monodrone (1/8)
construct (arcana)
M | Mimic - Mummy 59
Mummy Lord (15) Myconid Sprout (0)
plant (nature)
undead (religion)
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
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.
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
creature can repeat the saving throw at the end of each of its
(+9 to hit, save DC 17), in lic ing Slimy Doom. Once the disease
becomes useless.
1 Vial of Sacred Mummy Oil. Can be used as a subs itute for the
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
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
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
Any body parts of the Mummy Lord that have been looted
crumble into dust, except the Rot ing Lord Hands, which
Myconids
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
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.
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
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)
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
2d4 Naga Fangs. Acts as a dagger that deals an addi ional 1d6
1 Spirit Naga Tail. Acts as a whip. A creature holding the tail can
Lightning Bolt, origina ing from the tail in the direc ion of the
life in 1d6 days and regains all their hit points. Only a Wish
cra ted (smith’s tools) into Scale Mail that requires attunement.
of Poison Resistance.
N | Naga - Nothic 61
Gray Ooze (1/2)
Ogre (2)
ooze (arcana)
giant (survival)
ooze (arcana)
Half-Orge (1)
giant (survival) 2d4 Dollops of Orange Jelly. Can be thrown using a non-organic
Oni (7)
Orc (1/2)
giant (survival)
humanoid (survival)
can speak Giant, and regains 1 hit point at the start of its turn if Orc War Chief (4)
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
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
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
ooze (arcana)
While attuned, a creature has advantage on attack rolls made
62 O | Ogre - Orc
Orc Eye of Gruumsh (2) Otyugh (5)
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
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
humanoid (survival) repeat the saving throw, reducing its hit point maximum by 5
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
O | Orc - Owlbear 63
Pseudodragon (1/4)
Pegasus (2)
dragon (nature)
(woodcarver’s tools) into 2 arrows. Arrows made from Pegasus Purple Worm (15)
Peryton (2) carefully cra ted (carpenter’s tools) into a throne that grants
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
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
Pixie (1/2)
fey (religion)
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.
humanoid (survival)
climb.
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)
dura ion without requiring concentra ion. This destroys the Young Remorhaz (5)
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
66 R | Rakshasa - Remorhaz
Revenant (5) Roc (11)
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)
an ability check).
monstrosity (nature)
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.
Sahuagin Baron (5) Fire. Using either of these abili ies destroys the mote.
humanoid (survival)
Fire Snake (1)
1 Tattered Trident
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)
evil commands.
68 S | Sahuagin - Scarecrow
Shadow (1/2) Minotaur Skeleton (2)
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.
plant (nature)
Warhorse Skeleton (1/2)
draws the energy towards it. Can be mastercra ted (abjura ion) 1 Desecrated Horse Skull. Acts as an arcane focus when cas ing
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
wearing the gauntlet gains the attack ac ion of hit ing an Red Slaadi (5)
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
undead (religion) Slaad whose head it inhabits if removed by 9th level magic or
Necromancy spells.
S | Shadow - Slaadi 69
Blue Slaadi (7) Green Slaadi (8)
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
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
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
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)
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
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
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
S | Slaadi 71
Specter (1) Gynosphinx (11)
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
Sphinxes Door from the amulet. Once this spell has been cast 2 imes, it
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
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
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
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)
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.
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
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)
immune to any e fect that would sense its emo ions or read its
72 S | Specter - Stirge
Succubus/Incubus (4)
fiend (religion)
Etherealness.
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
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
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).
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
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
T | Tarrasque 75
Thri-Kreen (1) Troll (5)
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.
humanoid (survival)
weapon attack. On a hit, the vial breaks open and the target
for 1 round.
76 T | Thri-Kreen - Troll
Unicorn (5)
Umber Hulk (5)
celes ial (religion)
monstrosity (nature)
Dispel Evil and Good spell (save DC 14), provided the creature is
they are under a condi ion that the spell would normally a fect.
Vampire (13) Vargouille (Volo’s Guide pg. 195) in 1d4 days. Can be attuned to.
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.
undead (religion)
spellcaster into a Portable Hole.
Ball. While held in the stand, the Crystal ball automa ically
78 V | Vampire
Wraith (5)
Water Weird (3)
undead (religion)
elemental (arcana)
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
Etherealness.
hos ile creature to 0 hit points, the user regains 3d6 hit points.
elemental (arcana)
2d10 50 GP Gems
80 X | Xorn
Yeti (3) Yuan-Ti
monstrosity (nature)
Yuan-Ti Abomination (7)
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,
adventurers.
1d2 Ye i Eyes. No immediate use. Can be carefully cra ted
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).
becomes corrupted by the Rep ile Gods. Each day at dawn, they
into contact with ice or snow during the previous day.
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
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.
The amulet regains 1d4+1 charges at dawn, as long as it came monstrosity (nature)
adventurers.
to the sound if they believe they can defeat an Abominable Ye i.
Y | Yeti - Yuan-Ti 81
Yuan-Ti Pureblood (1) Nycaloth (9)
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
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
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
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
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
(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
2d4 Arcanaloth Claws. Acts as a magic dagger. On a hit, the fiend (religion)
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.
fiend (religion) 2d4 Ultroloth Claws. Acts as a dagger. A creature hit by a claw
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
1d4 Mezzoloth Pincers. Acts as a magic sickle. to in luence Yugoloths. Can be worn over armor.
82 Y | Yuan-Ti - Yugoloth
Beholder Zombie (5)
Zombie (1/4)
undead (religion)
undead (religion)
1 Tattered Morningstar
necromancy spells.
Z | Zombie 83
Appendix I: Beasts
Boar (1/4)
Ape (1/2)
beast (nature)
beast (nature)
beast (nature)
plant (nature)
plant (nature)
Camel (1/8)
1d4 Branches. Acts as a club. Can be cra ted (woodcarver’s tools) beast (nature)
into a sta f.
beast (nature)
beast (nature)
beast (nature)
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.
Black Bear (1/2) 1 Death Dog Hide. Acts as a blanket. Can be carefully cra ted
beast (nature)
beast (nature)
Feywild.
Dire Wolf (1)
beast (nature)
1 Dire Wolf Hide. Acts as a blanket. Can be carefully cra ted
cold damage.
(calligrapher's supplies) into a pen, or carefully cra ted
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)
beast (nature)
(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.
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)
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
beast (nature)
Giant Crocodile (5)
1 Antler. No immediate use. Can be consecrated (no cra ing beast (nature)
Flying Snake (1/8) carefully cra ted (jeweler’s tools) into dice.
1d4 Snake Feathers. No immediate use. Can be cra ted cold damage.
beast (nature)
Frog (0)
1 Frog Leg. No immediate use. Can be infused with magic (no (woodcarver’s tools) into 2 arrows.
beast (nature)
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
1 Giant Ape Skull. no immediate use. Can be carefully cra ted beast (nature)
beast (nature)
1 Giant Frog Leg. Acts as a club. Can be infused with magic (no
beast (nature)
1 Giant Goat Hide. Acts as a blanket. Can be cra ted
Giant Goat 85
Giant Hyena (1) Giant Toad (1)
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)
beast (nature)
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.
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.
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.
beast (nature)
Giant Rat (1/8) tools) into a pouch or carefully cra ted (leatherworker’s tools)
Hawk (0)
1 Giant Rat Hide. Acts as a blanket. Can be cra ted
Giant Scorpion (3) 1d4 Hawk Feathers. No immediate use. Can be cra ted
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.
beast (nature)
Giant Shark (5)
3d10 Shark Teeth. 20 teeth act as a bag of caltrops. Can be into a water skin.
Giant Spider (1) 1 Jackal Pelt. No immediate use. Can be cra ted (leatherworker’s
1 Web Sac. When held, can cast Web one ime before running
dry.
86 Jackal
Killer Whale (3) Phase Spider (3)
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.
beast (nature)
(leatherworker’s tools) into a cloak that grants resistance to 1 Poisonous Snake Skin. No immediate use. Can be cra ted
beast (nature)
Polar Bear (2)
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.
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.
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)
Raven (0)
beast (nature)
beast (nature)
cra ing required) into an arcane focus by a Warlock. 1d4 Raven Feathers. No immediate use. Can be cra ted
beast (nature)
Reef Shark (1/2)
(woodcarver’s tools) into 2 arrows. 1d8 Shark Teeth. 20 teeth act as a bag of caltrops. Can be
Rhinoceros (2)
beast (nature)
beast (nature)
(leatherworker’s tools) into a cloak. 1 Rhino Hide. Acts as a blanket. Can be carefully cra ted
cold damage.
Rhinoceros 87
Riding Horse (1/4) Swarm of Rats (1/4)
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)
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
Scorpion (0) 1 Tiger Hide. Acts as a blanket. Can be carefully cra ted
cold damage.
beast (nature)
Sea Horse (0)
1 Sea Horse Tail. No immediate use. Can be infused with magic (woodcarver’s tools) into 2 arrows.
Spider (0)
beast (nature)
beast (nature)
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.
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)
1d20 items based on type of insect (see other entries). 1 Winter Wolf Hide. Acts as a blanket. Can be carefully cra ted
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.
beast (nature)
beast (nature)
Worg (1/2)
monstrosity (nature)
88 Worg
Appendix II: NPCs
1 Holy Book of the Acolyte’s order 1 Cul ist’s Book. Contains lore and dogma of the cult
Archmage (12)
Druid (2)
humanoid (survival)
humanoid (survival)
1 Arcane Focus 1 Tribal Token. a small totem that can act as a druidic spell focus
Gladiator (5)
1 Spellbook. Contains 2 random spells of 5th level or less that can
Assassin (8) and grants advantage on Charisma (Decep ion) checks made to
symbol's owner.
1 Set of Thieves' Tools 3 Admirer’s Tokens. trinkets from fans who wished to bestow a
1 Hit List. a list of past or future targets of the assassin humanoid (survival)
chooses to kill
Knight (3)
humanoid (survival)
1 set of tattered plate mail
Bandit Captain (2) fealty to the land, and grants advantage on Charisma
1 Bandit Code. a password or symbol that allows entrance to 1 Admirer’s token. a trinket from a person who wished to thank
humanoid (survival)
Berserker (2)
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
Noble (1/8)
humanoid (survival)
humanoid (survival)
humanoid (survival)
1 Holy Book of the Priest’s order 1 Keepsake. a trinket or letter revealing the reason the thug
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 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.
chooses to fight.
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)
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)
94 Woodcarver's Tools