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Mordenkainen's Creature Loot PDF - GM Binder
Mordenkainen's Creature Loot PDF - GM Binder
Introduction
Monsters: A Monsters: M
Monsters: B Monsters: N
Monsters: C Monsters: O
Monsters: D Monsters: R
Monsters: E Monsters: S
Monsters: G Monsters: T
Monsters: H Monsters: V
Monsters: K Monsters: Y
Appendix I: Crafting Index
Developed over at
Medieval Melodies
Cover Art by Vincent Proce
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Creature Loot
Whenever I get the chance to play D&D, I think a lot about how my
character changes between sessions, and over the course of the campaign. Ration Amounts
This probably comes from my beginnings as a story gamer - it was Size Days of Rations (1 person)
expected that you would have some sort of character development over
the course of our 6-8 month campaigns. Tiny 1
But there's more than just updating character traits. I like the idea that Small 1d4
the appearance of a character changes drastically over the course of their
adventures. For magic users, it's fairly obvious. Wizards get zanier, Medium 1d6
warlocks get corrupted, druids get more plant- or animal-esque, and Large 2d6
clerics become more eminently divine. But I think martial characters
should change as well, aside from just getting more scars and injuries. Huge 4d6
I love the idea of a character who picks the useful bits from the bodies Gargantuan 10d6
of his fallen foes. Maybe they have a shield crafted from a Bulette shell
and a sword that is an Ankheg leg after their fight with the Cult of
Some items are not usable until they have been crafted into a usable
Elemental Earth. Maybe a cleric gives up their holy symbol when they get
form. The following terms are used throughout the list:
the chance to use angel feathers as their magic focus instead.
As for creating the items themselves, I have a few goals while writing Crafted. A PC or NPC must spend a number of hours equal to the
the items: creature's CR using the listed tools to create the new object. The crafter
must be proficient in the listed tools. NPCs may charge gold for their
1. Number of items found on a creature should approximately equal CR.
services.
1d4 small items can count as a single items, and tattered equipment
(see below) doesn't count. Carefully Crafted. A PC or NPC must spend a number of hours equal to
2. Make tool proficiencies more useful. Some items can't be used until two times the creature's CR using the listed tools to create the new object.
they are crafted into a workable item by someone trained with the The crafter must be proficient in the listed tools or be a wizard studying
proper equipment. the listed school of magic. NPCs may charge gold for their services.
3. Make basic balance considerations - lower CR creatures should give
items about equivalent to adventuring gear (PHB pg. 150), while Mastercraft. Must be created by a PC or NPC who has dedicated
higher CR creatures can give items that are equivalent to or craftable themselves to the use of a particular tool or school of magic. For Wizard
into magic items. PCs, this means at least level 11. This is unlikely to be a PC, meaning
they may have to carry the loot into a city to get it crafted. The crafter
Basic Rules must spend a number of hours equal to 6-10 times the creature's CR using
If a creature dies naturally or its body was found hours or days after the listed tools to create the new object. NPCs may charge gold for their
death, it is up to the DM what items remain. Some items may have been services.
already stolen, not remain on the creature after death, or have rotted
beyond use. A CR 0 creature's crafting can be completed in 1 minute, or multiple
minutes for careful/master crafting.
If the players were fighting the creature and killed it in combat, they
must make the appropriate check in order to claim the loot. Certain items require Alchemist's Supplies to craft. If the item has a
beneficial effect OR if the item is from a plant creature, it can also be
Beast/Dragon/Monstrosity/Plant: Nature check crafted with proficiency in a Herbalism Kit. If the item has a malignant
Giant/Humanoid: Survival check effect, it can also be crafted with proficiency in a Poisoner's Kit.
Celestial/Fey/Fiend/Undead: Religion check Some modifiers that will be applied to certain pieces of loot:
Aberration/Construct/Elemental/Ooze: Arcana check
Tattered. This item has been damaged as a result of its owner’s death.
This represents the type of knowledge required to successfully identify You will need to spend gold to repair it, equal to half the cost of a brand-
the valuable loot on the body. new version of the item. (e.g. a tattered shield would cost 5GP to repair,
since a new shield costs 10GP)
Loot Claim Check
CR DC (all items) DC (half items) Vial. Any item described as a vial must be collected using a flask, vial,
bottle, waterskin, or other liquid container. If a container is used to collect
<5 10 5 multiple different types of liquids, refer to the "Mixing Potions" table
6-10 15 10 (DMG pg. 140)
11-15 20 15 Treasure Hoard. Roll on the listed Treasure Hoard table (DMG pg. 137-
139)
>16 25 20
In Lair. These items only appear if the creature is in its lair when it is
This represents the PCs ability to gather the items without harming fought, and the PCs have the time to search the lair after the fight.
them or hurting themselves. It might be difficult to harvest a demon heart Depending on the type of lair, the DM may call for additional checks to
when their blood is like acid and you just stabbed the fell beast a dozen find this treasure.
times.
Beasts, Dragons, and Plants also provide a certain amount of rations:
B | Balhannoth - Boneclaw
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Cadaver Collector (14) Clockworks
Construct (arcana)
Bronze Scout (1)
1 Cadaver Collector Shell. No immediate use. Can be mastercrafted Construct (arcana)
(smith's tools) into a Set of Splint Armor. A creature wearing the armor
has resistance to bludgeoning, piercing, and slashing damage from 1d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into
nonmagical attacks that aren't made with adamantine weapons. a dagger, handaxe, light hammer, mace, sickle, or spear.
2d8 Tattered Weapons. The DM selects the appropriate number of 1 Bronze Scout Engine. The Engine has AC 10 and 7 hit points. If a
martial weapons from the Player's Handbook (page 149). These creature deals at least 3 lightning damage to the Engine with a single
weapons count as Tattered. spell or attack, the Engine starts. The engine does not start if the attack
2d6 + 5 Corpses. Each corpse was a mighty warrior in life. At the DM's reduces the Engine to 0 hit points. Each creature in contact with the
discretion, they might wear armor, have tattoos, or have unique ground within 15 feet of the Engine when it starts must make a DC 13
appearances that can be used to identify who they were in life. Dexterity saving throw, taking 14 (4d6) lightning damage on a failed
1 Paralyzing Breath Sac. As an action, a creature holding the Sac can save, or half as much damage on a successful one. After the Engine is
release a spray of Paralyzing Gas in a 30-foot cone. Each creature in reduced to 0 hit points, the Engine becomes non-functional.
that area must make a successful DC 18 Constitution saving throw or
be paralyzed for 1 minute. A paralyzed creature repeats the saving
Iron Cobra (4)
throw at the end of each of its turns, ending the effect on itself on a Construct (arcana)
success.
2 Cadaver Collector Gauntlets. No immediate use. Can be carefully 2d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into
crafted (smith's tools) into a Cadaver's Fist, a gauntlet weapon that a dagger, handaxe, light hammer, mace, sickle, or spear.
deals 1d4 bludgeoning damage and 1d10 necrotic damage on a hit. The 1 Vial Iron Cobra Poison. You can use this poison in this vial to coat
Cadaver's Fist has the Heavy property. one slashing or piercing weapon or a piece of ammunition. Applying
1 Cadaver Collector Engine. A creature that dies within 15 feet of the the poison takes an action. A creature hit by the poisoned weapon or
Cadaver Collector Engine cannot be raised from the dead by any means ammunition must make a DC 13 Constitution saving throw or take 13
short of a Wish spell, and its soul remains bound to the material plane. (3d8) poison damage.
These effects end if the creature's body is taken further than 15 feet 1 Vial Iron Cobra Paranoia Poison. You can use this poison in this
from the Engine. The Engine has AC 10 and 50 hit points. If a creature vial to coat one slashing or piercing weapon or a piece of ammunition.
deals at least 16 necrotic damage to the Engine with a single spell or Applying the poison takes an action. A creature hit by the poisoned
attack, the Engine starts. Up to 6 corpses within 15 feet of the Engine weapon or ammunition must make a DC 13 Constitution saving throw.
produce a Specter, which fight on behalf of the creature who started the On a failure, it must use its action on its next turn to make one weapon
Engine. If a body is moved further than 15 feet from the engine, the attack against a random creature it can see within 30 feet of it, using
Specter associated with that body disappears. If the Engine is reduced whatever weapon it has in hand and moving beforehand if necessary to
to 0 hit points, all Specters created by it disappear and the Engine get in range. If it's holding no weapon, it makes an unarmed strike. If
becomes non-functional. Otherwise, the Specters exist until they are no creature is visible within 30 feet, it takes the Dash action, moving
killed. towards a creature within 60 feet.
1 Vial Iron Cobra Paralyzing Poison. You can use this poison in this
Choker (1) vial to coat one slashing or piercing weapon or a piece of ammunition.
Aberration (arcana) Applying the poison takes an action. A creature hit by the poisoned
weapon or ammunition must make a DC 13 Constitution saving throw
1d4 Choker Tentacles. Acts as a whip that deals an additional 3 (1d6) or be paralyzed until the end of its next turn.
piercing damage on a hit. If the target is a large or smaller creature, it is
grappled (escape DC 15). If the attack is a critical hit, the target is also
restrained, and can't breathe or speak until the grapple ends. While a
creature remains grappled in this manner, the whip cannot be used to
attack.
2d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into 1d6 + 3 Corpses. Each corpse was a victim of the Corpse Flower. At the
a dagger, handaxe, light hammer, mace, sickle, or spear. DM's discretion, they might wear armor, have tattoos, or have unique
1 Oaken Ballista. Acts as a Ballista (DMG pg. 255) except that it has appearances that can be used to identify who they were in life.
+7 to hit, a range of 100/400 ft., and deals 15 (2d10 + 4) piercing 1d3 Corpse Flower Tentacles. Acts as a whip. On a hit, the target must
damage on a hit. succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison
2d4 Harpoons. Acts as a javelin. A creature hit by the Harpoon is damage)
grappled (escape DC 12). While grappled this way, a creature's speed 1 Corpse Flower Stench Polyp. Each creature that starts its turn within
isn't reduced, but it can move only in directions that bring it closer to 10 feet of the Stench Polyp must make a DC 14 Constitution saving
the creature that threw the Harpoon. A creature takes 5 (1d10) slashing throw, unless the creature is a construct or undead. On a failed save, the
damage if it escapes from the grapple or if it tries and fails. The creature is incapacitated until the end of the turn. Creatures that are
creature that threw the Harpoon can use its action to pull a creature immune to poison damage or the poisoned condition automatically
grappled by the Harpoon 20 feet towards it in a straight line. succeed on this saving throw. On a successful save, the creature is
1 Oaken Bolter Engine. The Engine has AC 10 and 15 hit points. If a immune to the stench of all corpse flowers for 24 hours.
creature deals at least 9 piercing damage to the Engine with a single 2d4 Corpse Flower Petals. No immediate use. Can be carefully crafted
spell or attack, the Engine starts. The engine does not start if the attack (alchemist's supplies) into a Potion of Necrophagia. A creature that
reduces the Engine to 0 hit points. Each creature within 20 feet of the drinks the potion can spend 10 minutes to consume the corpse of a
Engine when it starts must make a DC 15 Dexterity saving throw, dead humanoid creature. Upon the completion of the meal, the creature
taking 17 (5d6) fire damage on a failed save, or half as much damage regains 11 (2d10) hit points. The effects of the potion fade after 24
on a successful one. After the Engine is reduced to 0 hit points, the hours.
Engine becomes non-functional.
2d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into
a dagger, handaxe, light hammer, mace, sickle, or spear.
2 Stone Defender Shields. Acts as a large shield with the Heavy and
Two-Handed property. A creature wielding the Shield can use it as a
weapon. The Shield deals 2d6 Bludgeoning damage on a hit, and if the
target is large or smaller, the wielder can use a bonus action to try to
shove the creature.
1 Stone Defender Engine. The Engine has AC 10 and 13 hit points. As
a reaction in response to being hit by an attack roll, a creature can
attempt to attack the Engine. If the creature deals 11 or more points of
bludgeoning damage to the Engine, the Engine throws a gear shaft in
front of the attack, granting a +5 bonus to the holder's AC and
potentially causing the attack to miss.
1 Vials of Foul Ichor. No immediate use. Can be mastercrafted 4 Vials of Foul Ichor. No immediate use. Can be mastercrafted
(alchemist's supplies) into a potion of poison immunity. When (alchemist's supplies) into a potion of poison immunity. When
consumed, grants immunity to poison damage and the poisoned consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the condition for 1 hour, and heals any poisons currently affecting the
creature. creature.
1 Demon Heart. While holding the heart, it can be used to cast Plane 2 Demon Hearts. While holding the heart, it can be used to cast Plane
Shift as a ritual. Only the creature holding the heart may shift. This Shift as a ritual. Only the creature holding the heart may shift. This
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer
is shifted to a random location in the abyss instead of the intended is shifted to a random location in the abyss instead of the intended
destination. destination.
2d4 Maurezhi Claws. Acts as a dagger. When it successfully hits a 1 Demonic Weapon. Acts as a Vorpal Weapon, with the weapon and
creature other than an undead, that creature must succeed on a DC 12 damage type dependent on the Demon Lord the Molydeus serves.
Constitution saving throw or be paralyzed for 1 minute. The creature Dissolves into 1 Vial of Foul Ichor if the Molydeus dies, meaning this
can repeat the saving throw at the end of each of its turns, ending the loot must be stolen before the demon's death if it is to be used.
effect on itself on a success. Once the claw has been used this way 1 Demonic Amulet. This item cannot be looted normally. The amulet
(whether or not the creature was successfully paralyzed) it loses this disappears when the demon dies, unless stolen/removed beforehand.
property. Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with
1 Maurezhi Hide. No immediate use. Can be carefully crafted advantage if the demon is incapacitated. Holding the amulet grants one
(leatherworker's tools) into Glamoured Studded Leather armor. Instead favor from the demon, in exchange for the return of the amulet. The
of the normal properties of the armor, this armor may only change demon may not honor the favor if the amulet is given before the favor
appearances when the creature wearing the armor consumes a medium is complete.
humanoid corpse. The armor assumes the form of the consumed 2 Cultist's Sigils. The signature sigil of a demonic cult. By using the
humanoid's clothing, an effect which lasts 1d6 days, or until the armor sigil to cast a ritual spell over the course of a number of hours equal to
is removed. the demon's CR, the particular demon who was holding the sigil can be
2d10 Maurezhi Teeth. 20 teeth act as a bag of caltrops. 5 teeth can be summoned. The demon will be hostile upon arrival and must be
mastercrafted (alchemist's supplies) into a Poison of Hopelessness. A magically contained in order to be bargained with.
creature who drinks the poison must succeed on a DC 12 Constitution 1 Molydeus Wolf's Head. No immediate use. Can be mastercrafted
saving throw or have their Charisma score reduced by 1d4. This (leatherworker's tools) into a Molydeus Helm, which requires
reduction lasts until the creature finishes a long rest. The creature dies attunement. A creature attuned to the Helm gains telepathy and
if this effect reduces its Charisma score to 0. It rises 24 hours later as a Truesight out to 120 feet while they are wearing the helm.
ghoul, unless it has been revived or its corpse has been destroyed. 1 Molydeus Serpent's Head. The Serpent's Head is associated with a
particular Demon Lord, who the Molydeus serves. This head counts as
a "Body Part" of the Demon Lord if used as part of a Scrying spell.
3d4 Vials of Molydeus Venom. Acts as a basic poison, except the DC
to save against the damage is 22, the poison deals 2d6 damage on a
failed save, and the creature's hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the target
finishes a long rest. The target transforms into a manes if this reduces
its hit point maximum to 0. This transformation can be ended only be a
Wish spell.
2d4 Molydeus Fingers. No immediate use. Can be carefully crafted
(alchemist's supplies) into a Potion of Dispel Magic. A creature that
drinks the potion is subject to a Dispel Magic spell as if it were cast at
5th level. If there are multiple magical effects affecting the user, the
potion targets the highest-level effect it can successfully dispel.
2 Molydeus Hide. Acts as a blanket. Can be mastercrafted
(leatherworker's tools) into Molydeus Armor, which is the equivalent of
Splint armor and requires attunement. A creature attuned to the armor
has resistance cold, fire, and lightning damage, and may double their
proficiency bonus on Wisdom (perception) checks, while they are
wearing the armor.
1 Imprisoned Mortal. An NPC of the DM's choice is contained in a
gemstone. This effect is the equivalent of the Minimus Containment
effect of the Imprisonment spell.
1 Amulet of a Demon Lord. This item is not found with the Molydeus
unless the check made to loot the body was a 30 or higher. At the DM's
discretion, this loot may simply be a clue to the Amulet's true location,
not the Amulet itself. No immediate use. Tied to the Demon Lord the
Molydeus serves.
3 Vials of Foul Ichor. No immediate use. Can be mastercrafted 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted
(alchemist's supplies) into a potion of poison immunity. When (alchemist's supplies) into a potion of poison immunity. When
consumed, grants immunity to poison damage and the poisoned consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the condition for 1 hour, and heals any poisons currently affecting the
creature. creature.
1 Demon Heart. While holding the heart, it can be used to cast Plane 1 Vial of Rutterkin Poison. A creature that consumes this poison must
Shift as a ritual. Only the creature holding the heart may shift. This succeed on a DC 13 Constitution saving throw against disease or
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer become poisoned. At the end of each long rest, the poisoned creature
is shifted to a random location in the abyss instead of the intended can repeat the saving throw, ending the effect on itself on a success. If
destination. the creature is reduced to 0 hit points while poisoned in this way, it dies
1 Demonic Amulet. This item cannot be looted normally. The amulet and instantly transforms into a living abyssal wretch. The
disappears when the demon dies, unless stolen/removed beforehand. transformation of the body can be undone only by a Wish spell.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with
advantage if the demon is incapacitated. Holding the amulet grants one Abyssal Wretch (1/4)
favor from the demon, in exchange for the return of the amulet. The Fiend (religion)
demon may not honor the favor if the amulet is given before the favor
is complete. 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted
3 Cultists' Sigils. The signature sigil of a demonic cult. By using the (alchemist's supplies) into a potion of poison immunity. When
sigil to cast a ritual spell over the course of a number of hours equal to consumed, grants immunity to poison damage and the poisoned
the demon's CR, the particular demon who was holding the sigil can be condition for 1 hour, and heals any poisons currently affecting the
summoned. The demon will be hostile upon arrival and must be creature.
magically contained in order to be bargained with.
2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
be carefully crafted by a spellcaster (conjuration) into a Shadow
Crossing, a portal that leads to the Shadowfell. The portal is
permanently affixed to the location where it is crafted. 20 of these can
be mastercrafted by a spellcaster (transmutation) into a Portable Hole.
2d4 Nabassu Claws. Can be crushed as an action to create a 10-foot
radius of dim light, which is fixed in the location where the claw was
destroyed. Nonmagical light can't illuminate this area.
1d2 Nabassu Eyes. No immediate use. Can be mastercrafted by a
spellcaster (necromancy) into a Soul-Stealing Amulet, which requires
attunement. As an action, an attuned creature can target one creature it
can see within 30 feet of it. If the target can see the amulet and isn't a
construct or undead, it must succeed on a DC 16 Charisma saving
throw or reduce its hit point maximum by 13 (2d12) and give the
attuned creature an equal number of temporary hit points. This
reduction lasts until the target finishes a short or long rest. The target
dies if its hit point maximum is reduced to 0, and if the target is a
humanoid, it immediately rises as a ghoul under the attuned creature's
control. Once this ability has been used three times, it can't be used
again until the next dawn.
2 Nabassu Wings. No immediate use. Can be carefully crafted
(leatherworker's tools) into a Nabassu cloak, which requires
attunement. A creature that takes the Dodge action while attuned to the
cloak gains advantage on saving throws against spells and other
magical effects.
4 Vials of Foul Ichor. No immediate use. Can be mastercrafted 2 Vials of Foul Ichor. No immediate use. Can be mastercrafted
(alchemist's supplies) into a potion of poison immunity. When (alchemist's supplies) into a potion of poison immunity. When
consumed, grants immunity to poison damage and the poisoned consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the condition for 1 hour, and heals any poisons currently affecting the
creature. creature.
2 Demon Hearts. While holding the heart, it can be used to cast Plane 1 Demon Heart. While holding the heart, it can be used to cast Plane
Shift as a ritual. Only the creature holding the heart may shift. This Shift as a ritual. Only the creature holding the heart may shift. This
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer
is shifted to a random location in the abyss instead of the intended is shifted to a random location in the abyss instead of the intended
destination. destination.
2d4 Sets of Abyssal Chains. These chains are immune to damage from 1 Demonic Amulet. This item cannot be looted normally. The amulet
nonmagical acid. Requires attunement. An attuned creature can use an disappears when the demon dies, unless stolen/removed beforehand.
action to speak a command word. A non-demon creature within 30 feet Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with
of the attuned creature must make a DC 20 Dexterity saving throw or advantage if the demon is incapacitated. Holding the amulet grants one
the chains ensnare the target and attempt to crush it. It is restrained and favor from the demon, in exchange for the return of the amulet. The
grappled (escape DC 15) and takes 11 (2d10) bludgeoning damage per demon may not honor the favor if the amulet is given before the favor
round. If the creature escapes the grapple, it is no longer restrained. is complete.
1 Demonic Amulet. This item cannot be looted normally. The amulet 1 Cultists' Sigil. The signature sigil of a demonic cult. By using the sigil
disappears when the demon dies, unless stolen/removed beforehand. to cast a ritual spell over the course of a number of hours equal to the
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with demon's CR, the particular demon who was holding the sigil can be
advantage if the demon is incapacitated. Holding the amulet grants one summoned. The demon will be hostile upon arrival and must be
favor from the demon, in exchange for the return of the amulet. The magically contained in order to be bargained with.
demon may not honor the favor if the amulet is given before the favor 2d4 Waterskins of Corrupted Water. A non-demon creature that
is complete. consumes this water must make a DC 18 Constitution saving throw. On
2d4 Sibriex Flesh. A creature that consumes this lump of flesh must a successful save, the creature is immune to the foul water for 24 hours.
make a DC 20 Constitution saving throw. On a successful save, the On a failed save, the creature takes 14 (4d6) poison damage and is
creature becomes immune to this effect. On a failed save, the creature poisoned for 1 minute. At the end of this time, the poisoned creature
is poisoned, which causes it to also gain 1 level of exhaustion. While must repeat the saving throw. On a failure, the creature takes 18 (4d8)
poisoned in this way, the creature must repeat the saving throw at the poison damage and is poisoned until it finishes a long rest. If a demon
start of each of its turns. Three successful saves against the poison end drinks the foul water as an action, it gains 11 (2d10) temporary hit
it , and ending the poison removes any levels of exhaustion caused by points.
it. Each failed save causes the creature to suffer another level of 2 Wastrilith Claws. Acts as a greatsword that requires attunement. An
exhaustion. Once the creature reaches 6 levels of exhaustion, it dies attuned creature can use its action to launch a spout of water at one
and instantly transforms into a living abyssal wretch. The creature it can see within 60 feet of it. The target must make a DC 17
transformation of the body can be undone only by a wish spell. Strength saving throw, and it has disadvantage if it's underwater. On a
1d10 Sibriex Eyes. No immediate use. Can be carefully crafted failed save, it takes 22 (4d8+4) acid damage and is pulled up to 60 feet
(alchemist's supplies) into a Potion of Dispel Magic. A creature that towards the attuned creature. On a successful save, it takes half as
drinks the potion is subject to a Dispel Magic spell as if it were cast at much damage and isn't pulled. Once the greatsword uses this ability
5th level. If there are multiple magical effects affecting the user, the three times, it can't be used again until the next dawn.
potion targets the highest-level effect it can successfully dispel. 2d10 Wastrilith Teeth. 20 teeth act as a bag of caltrops. Can be
1 Vial of Stygian Ichor. A creature that consumes this ichor is subject carefully crafted into dice that roll better when wet with Corrupted
to a Feeblemind (save DC 21) spell. Can be mastercrafted by a Water (advantage on checks made to determine the outcome of dice
spellcaster (enchantment) into a Poison of Modify Memory, which games).
subjects its drinker to a Modify Memory (save DC 21) spell. The 1 Wastrilith Hide. no immediate use. Can be crafted (leatherworker's
specifics of the memory modification are determined at the poison's tools) into Half-Plate Armor that requires attunement. An attuned
creation, and take place instantaneously when the poison is consumed. creature can breathe air and water.
2d4 Vials of Sibriex Bile. Acts as a vial of acid, but deals 35 (10d6) 1d10 Wastrilith Fins. No immediate use. Two of these can be carefully
damage on a hit. crafted (leatherworker's tools) into a pair of Wastrilith Gauntlets, which
2d4 Vials of Sibriex Poison. As an action, a creature can release this require attunement. An attuned creature gains a swim speed equal to its
vial of spores into a 5 foot cube. Plants that aren't creatures wither in walking speed, and while underwater can user their action to cause all
the area. Any creature that starts its turn in the area must succeed on a water within 60 feet to become difficult terrain until the start of their
DC 20 Constitution saving throw or take 14 (4d6) poison damage. The next turn.
spores disperse after 1 round.
1d4 Vials of Sibriex Blood. No immediate use. Can be crafted
(alchemist's supplies) into a Potion of Abyssal Lore. A creature that
drinks the potion is under the effect of a legend Lore spell, which only
functions within the Abyss.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 1 Skull of Baphomet. If a creature with at least 16 Strength lifts the
(alchemist's supplies) into a potion of poison immunity. When skull above their head as an action, each creature within 120 feet of the
consumed, grants immunity to poison damage and the poisoned skull must make a DC 18 Wisdom saving throw or become frightened
condition for 1 hour, and heals any poisons currently affecting the for 1 minute. A creature can repeat the saving throw at the end of each
creature. of its turns, ending the effect on itself on a success. If a creature's
1 Greater Demon Heart. While holding the heart, it can be used to cast saving throw is successful or the effect ends for it, the creature is
Gate as a ritual. This consumes the heart. When the spell is cast, roll immune to this effect for the next 24 hours. The skull can be
1d20. On a 1, the gate opens to the Endless Maze in the abyss instead mastercrafted (smith’s tools and woodcarver’s tools) into one of the
of the intended destination. following items: wall trophy, warhorse barding, helmet, shield, or a
2 Demonic Amulet. This item cannot be looted normally. The amulet ship’s figurehead. The item has the following property: when a creature
disappears when the demon dies, unless stolen/removed beforehand. who is hostile to the current owner of the item is within 30 feet of the
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with skull, they must make a DC 18 Wisdom saving throw or become
advantage if the demon is incapacitated. Holding the amulet grants one frightened for 1 minute. A creature can repeat the saving throw at the
favor from the demon, in exchange for the return of the amulet. The end of each of its turns, ending the effect on itself on a success. If a
demon may not honor the favor if the amulet is given before the favor creature's saving throw is successful or the effect ends for it, the
is complete. creature is immune to this effect for the next 24 hours.
1 Demon Lord Amulet. This item is not found with the Demon Lord 1d2 Eyes of Baphomet. A creature holding the eye can crush it as an
unless the check made to loot the body was a 30 or higher. At the DM's action to cast Mirage Arcane, though the range of the spell is limited to
discretion, this loot may simply be a clue to the Amulet's true location, the room where the creature is currently standing. The spell has no
not the Amulet itself. No immediate use. If not destroyed, the Demon effect outdoors. Can be mastercrafted by a spellcaster (divination) into
Lord reforms at the Amulet's location after 1d10 days. a Gem of Seeing.
1 Heartcleaver. Acts as a magic glaive that deals 2d10 damage on a hit 1 Hide of Baphomet. Acts as a blanket. Can be mastercrafted
and requires attunement. A creature must have a Strength score of 20 or (leatherworker's tools) into the equivalent of +3 Splint Armor that
higher to wield the glaive. An attuned creature may cast Hunter's Mark requires attunement. A creature attuned to the armor gains resistance to
using the glaive, though the bonus damage of the spell only applies to nonmagical bludgeoning, slashing and piercing damage. Curse. A
attacks made with this weapon. After the glaive has cast the spell three creature attuned to the armor gains a Madness of Baphomet (MToF pg.
times, it cannot do so again until the next dawn. 143) as their flaw. The flaw is re-rolled at the end of each long rest.
6 Baphomet's Iron Horns. Acts as a magic shortsword. Can be 1d2 Hooves of Baphomet. Acts as a hammer. Can be carefully crafted
mastercrafted (alchemist's supplies) into a Potion of Recall, which (smith's tools) into a magic maul that requires attunement. A creature
grants the drinker the ability to perfectly recall any path they have attuned to the maul can use it to cast Wall of Stone, forming a maze-
traveled for up to 8 hours. The drinker automatically succeeds on like structure around themselves. Once the maul has cast this spell
checks and saving throws made to escape the Maze spell and similar three times, it cannot do so again until the next dawn.
areas.
3d4 Vials of Baphomet's Bestial Blood. A humanoid creature can
drink this blood as a bonus action. The creature gains advantage on all
melee weapon attack rolls during the turn they drink the blood, but
attack rolls against them have advantage until the start of their next
turn. Can be mastercrafted (alchemist's supplies) into a Poison of
Bestial Domination. The poison can be applied to a slashing or piercing
weapon as an action, and remains potent for 1 minute before drying.
The first time a beast is damaged by this weapon while it is poisoned,
the beast comes under the effects of a Dominate Beast (Save DC 18)
spell. The spell acts as though it was cast by the creature with the
highest Charisma score that the beast can see and hear within 60 feet of
it. If a new creature with a higher Charisma score enters the radius of
the effect during its duration, the effect changes as if it were cast by the
new creature. The duration of the effect remains 1 minute.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 4 Tentacles of Demogorgon. Acts as a magic whip that deals 1d12
(alchemist's supplies) into a potion of poison immunity. When damage on a hit. A creature hit by the whip must succeed on a DC 23
consumed, grants immunity to poison damage and the poisoned Constitution saving throw or its hit point maximum is reduced by an
condition for 1 hour, and heals any poisons currently affecting the amount equal to the damage taken. This reduction lasts until the
creature. creature finishes a long rest. The creature dies if its hit point maximum
2 Greater Demon Heart. While holding the heart, it can be used to cast is reduced to 0.
Gate as a ritual. This consumes the heart. When the spell is cast, roll 3d4 Scales of Demogorgon. Acts as a shield that requires attunement.
1d20. On a 1, the gate opens to the Gaping Maw in the abyss instead of An attuned creature grows a second head on their shoulder, gaining
the intended destination. advantage on saving throws against being blinded, deafened, stunned,
2 Demonic Amulet. This item cannot be looted normally. The amulet or knocked unconscious. The head remains even if the attunement is
disappears when the demon dies, unless stolen/removed beforehand. broken, and must be severed to be removed. Curse. A creature attuned
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with to the shield gains a Madness of Demogorgon (MToF pg. 145) as their
advantage if the demon is incapacitated. Holding the amulet grants one flaw. The flaw is re-rolled at the end of each long rest.
favor from the demon, in exchange for the return of the amulet. The 1 Tail of Demogorgon. Acts as a magic whip that deals an additional
demon may not honor the favor if the amulet is given before the favor 2d10 necrotic damage on a hit. A target struck by the Tail is affected by
is complete. the Dispel Magic spell, cast at 3rd level. The spell targets a random
1 Demon Lord Amulet. This item is not found with the Demon Lord magical effect on the target that is 3rd level or lower. If there is no such
unless the check made to loot the body was a 30 or higher. At the DM's effect, this ability does not trigger.
discretion, this loot may simply be a clue to the Amulet's true location, 1 Ape Hide of the Demon Prince. Acts as a blanket. Can be
not the Amulet itself. No immediate use. If not destroyed, the Demon mastercrafted (leatherworker's tools) into the equivalent of +3 Plate
Lord reforms at the Amulet's location after 1d10 days. Armor that requires attunement. A creature attuned to the armor gains
1 Aameul, Head of the Demon Prince. A creature holding the head resistance to nonmagical bludgeoning, slashing and piercing damage.
can use its action to direct the gaze of the head towards a target within Curse. A creature attuned to the armor gains a Madness of
60 feet of it. The target must succeed on a DC 23 Wisdom saving throw Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the
or be stunned until the start of the holder's next turn. Unless the target end of each long rest.
is incapacitated, it can avert its eyes to avoid the gaze and to 4d10 Teeth of Demogorgon. 20 teeth act as a bag of caltrops. Can be
automatically succeed on the save. If the target does so, it can't see the planted in the ground, causing an area of magical darkness to
head until the start of his next turn. If the target looks at the head in the immediately appear, as the spell Darkness. This darkness lasts 1 round.
meantime, it must immediately make the save. While holding the head, If four or more teeth are planted at once, an illusory duplicate of
the creature gains a Madness of Demogorgon (MToF pg. 145) as their Demogorgon emerges from the ground after 1d4 rounds. Each creature
flaw. The flaw is re-rolled each time the head changes possession. within 120 feet of the duplicate must succeed on a DC 23 Wisdom
1 Hathradish, Head of the Demon Prince. A creature holding the saving throw or be affected as if by the Fear spell. If a creature affected
head can use its action to direct the gaze of the head towards a target by this spell fails its saving throw by 5 or more, it also gains a Madness
within 60 feet of it. The target must succeed on a DC 23 Wisdom of Demogorgon (MToF pg. 145) as its flaw. The illusory duplicate
saving throw or suffer the effects of the Confusion spell until the start remains visible for 1 minute or until it takes damage.
of the holder's next turn. Unless the target is incapacitated, it can avert 1d4 Claws of Demogorgon. Acts as a magic dagger. Can be
its eyes to avoid the gaze and to automatically succeed on the save. If mastercrafted (alchemist's supplies) into a Poison of Feeblemind. A
the target does so, it can't see the head until the start of his next turn. If creature that ingests the poison is subject to the Feeblemind spell (Save
the target looks at the head in the meantime, it must immediately make DC 23).
the save. While holding the head, the creature gains a Madness of
Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled each
time the head changes possession.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 2 Wings of the Deceiver. Acts as a blanket. Can be mastercrafted
(alchemist's supplies) into a potion of poison immunity. When (leatherworker's tools) into a Cloak of Nondetection, the equivalent of
consumed, grants immunity to poison damage and the poisoned an Amulet of Proof Against Detection and Location.
condition for 1 hour, and heals any poisons currently affecting the 2 Eyes of the Deceiver. A creature holding the eye can crush it as an
creature. action to cast Mislead. Can be mastercrafted by a spellcaster
1 Greater Demon Heart. While holding the heart, it can be used to cast (divination) into a Gem of Seeing.
Gate as a ritual. This consumes the heart. When the spell is cast, roll 1 Tail of Fraz Urb'luu. Acts as a magic whip with a range of 15 feet. A
1d20. On a 1, the gate opens to Hollow's Heart in the abyss instead of target struck by the Tail is affected by the Dispel Magic spell, cast at
the intended destination. 3rd level. The spell targets a random magical effect on the target that is
6 Demonic Amulet. This item cannot be looted normally. The amulet 3rd level or lower. If there is no such effect, this ability does not
disappears when the demon dies, unless stolen/removed beforehand. trigger.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with 1 Hide of Fraz Urb'luu. Acts as a blanket. Can be mastercrafted
advantage if the demon is incapacitated. Holding the amulet grants one (leatherworker's tools) into the equivalent of +3 Breastplate Armor that
favor from the demon, in exchange for the return of the amulet. The requires attunement. A creature attuned to the armor gains resistance to
demon may not honor the favor if the amulet is given before the favor nonmagical bludgeoning, slashing and piercing damage. Curse. A
is complete. creature attuned to the armor gains a Madness of Fraz-Urb'luu (MToF
1 Demon Lord Amulet. This item is not found with the Demon Lord pg. 147) as their flaw. The flaw is re-rolled at the end of each long rest.
unless the check made to loot the body was a 30 or higher. At the DM's 2d10 Teeth of Fraz Urb'luu. 20 teeth act as a bag of caltrops. Can be
discretion, this loot may simply be a clue to the Amulet's true location, planted in the ground, causing a simulacrum (as if created by the
not the Amulet itself. No immediate use. If not destroyed, the Demon Simulacrum spell) to emerge from the ground in 1d10 minutes. The
Lord reforms at the Amulet's location after 1d10 days. Simulacrum is a copy of the creature who planted the tooth, or one
2 Ears of the Deceiver. No immediate use. Can be mastercrafted chosen at random if more than one creature participated.
(alchemist's supplies) into a Poison of Confusion or a Potion of
Dreams. A creature that ingests the Poison of Confusion is under the
effect of a Confusion (Save DC 23) spell, which lasts the full duration.
A creature that drinks the Potion of Dreams can cast Dream by going to
sleep within 1 hour of drinking the potion. The Save DC for the spell is
23.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 6d4 Vials of Foul Ichor. No immediate use. Can be mastercrafted
(alchemist's supplies) into a potion of poison immunity. When (alchemist's supplies) into a potion of poison immunity. When
consumed, grants immunity to poison damage and the poisoned consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the condition for 1 hour, and heals any poisons currently affecting the
creature. creature.
1 Greater Demon Heart. While holding the heart, it can be used to cast 1 Greater Demon Heart. While holding the heart, it can be used to cast
Gate as a ritual. This consumes the heart. When the spell is cast, roll Gate as a ritual. This consumes the heart. When the spell is cast, roll
1d20. On a 1, the gate opens to Azzatar in the abyss instead of the 1d20. On a 1, the gate opens to the Slime Pits in the abyss instead of
intended destination. the intended destination.
2 Demonic Amulet. This item cannot be looted normally. The amulet 2 Demonic Amulet. This item cannot be looted normally. The amulet
disappears when the demon dies, unless stolen/removed beforehand. disappears when the demon dies, unless stolen/removed beforehand.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with
advantage if the demon is incapacitated. Holding the amulet grants one advantage if the demon is incapacitated. Holding the amulet grants one
favor from the demon, in exchange for the return of the amulet. The favor from the demon, in exchange for the return of the amulet. The
demon may not honor the favor if the amulet is given before the favor demon may not honor the favor if the amulet is given before the favor
is complete. is complete.
1 Demon Lord Amulet. This item is not found with the Demon Lord 1 Demon Lord Amulet. This item is not found with the Demon Lord
unless the check made to loot the body was a 30 or higher. At the DM's unless the check made to loot the body was a 30 or higher. At the DM's
discretion, this loot may simply be a clue to the Amulet's true location, discretion, this loot may simply be a clue to the Amulet's true location,
not the Amulet itself. No immediate use. If not destroyed, the Demon not the Amulet itself. No immediate use. If not destroyed, the Demon
Lord reforms at the Amulet's location after 1d10 days. Lord reforms at the Amulet's location after 1d10 days.
2d4 Lumps of Jubilex's Slime. Can be used as a ranged weapon with a
12 Fingers of the Dark Prince. A creature holding a finger can
range of 20/60 by using a stone mechanism. On a hit, Jubilex's Slime
consume it to cast one of the following spells, chosen at random:
deals 55 (10d10) acid damage if the target is a creature. If the target is
Charm Person, Crown of Madness, Detect Magic, Dispel Magic, or
metal or wearing metal armor or using metal weapons, the metal is
Dissonant Whispers (Save DC 23). The creature can consume 3 fingers
corroded. The slime destroys up to 6 cubic feet of a metal object. Metal
at once to cast one of the following spells, chosen at random: Dominate
armor takes a -1 penalty to the AC it offers, and a metal weapon takes a
Person, Sanctuary, or Telekinesis (Save DC 23). If the creature
-1 penalty to damage rolls. The penalty is cumulative, and the item is
consumes all twelve fingers at once, they can cast one of the following
destroyed if the penalty reaches -5.
spells, chosen at random: Dominate Monster or Greater Invisibility
2d4 Vials of Jubilex's Acid. Acts as a normal vial of acid, but deals 21
(Save DC 23). No matter how many fingers the creature consumes,
(4d6 + 7) acid damage on a hit. If poured over a corpse, the corpse is
they must immediately make a Wisdom saving throw, with a DC equal
obliterated in 1 minute.
to 11 + the number of fingers consumed. On a failure, the creature
2d4 Vials of Jubilex's Black Bile. A creature that ingests the Bile is
permanently gains a Madness of Graz'zt (MToF page 149).
subject to a Contagion (Save DC 18) spell, the disease of which is
1 Head of Graz'zt. A creature holding the Head can use it to cast
chosen randomly. Additionally, the creature must succeed on a DC 18
Teleport. Any creature targeted by the spell is also targeted by a
Wisdom saving throw or permanently gain a Madness of Jubilex
Command spell (Save DC 23), issued from the Head's lips as if it were
(MToF pg. 151).
from Graz'zt himself. The DM determines the nature of the Command,
2d4 Lumps of Jubilex's Rejuvenating Ooze. If fed to an Ooze, the
which Graz'zt uses to cause the most strife possible within the group.
creature regains 20 hit points at the start of each of its turns for 1
Once cast, the head cannot cast the spell again until the next dawn.
minute. If the creature takes fire or radiant damage, this trait doesn't
1 Skin of Graz'zt. Acts as a blanket. Can be mastercrafted
function at the start of its next turn. The ooze only dies if it starts its
(leatherworker's tools) into the equivalent of +3 Half Plate armor that
turn with 0 hit points and doesn't regenerate. If fed to any other
requires attunement. As an action, an attuned creature can Polymorph
creature, that creature is targeted by a Blight (Save DC 18) spell.
into any medium humanoid form, as the spell indicates. The spell does
2d4 Vials of Jubilex's Foul Muck. Can be used as a ranged weapon
not require concentration, and lasts until dispelled, changed again as an
with a range of 20/60 by using a stone mechanism. A creature hit by the
action, or the attunement is broken.
Muck is poisoned, and any creature, other than an ooze, is poisoned
while within 10 feet of the creature. This effect ends when the creature
uses its action to scrape the ooze off itself.
3d4 Eyes of Jubilex. A creature holding the eye can crush it as an action
to summon a Green Slime (DMG pg. 105), filling a 5-foot patch within
60 feet of the creature. The summoner has no special protection from
the Green Slime. Can be mastercrafted by a spellcaster (divination) into
a Gem of Seeing.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 1 Orcusword. A magic +3 Greatsword that deals an additional 3d6
(alchemist's supplies) into a potion of poison immunity. When necrotic damage on a hit and requires attunement. A creature hit by the
consumed, grants immunity to poison damage and the poisoned Orcusword must succeed on a DC 23 Constitution saving throw or its
condition for 1 hour, and heals any poisons currently affecting the hit point maximum is reduced by an amount equal to the necrotic
creature. damage taken. This reduction lasts until the target finishes a long rest.
1 Greater Demon Heart. While holding the heart, it can be used to cast A creature killed by the Orcusword rises as a zombie or skeleton under
Gate as a ritual. This consumes the heart. When the spell is cast, roll the attuned creature's control after 1d10 minutes. The undead
1d20. On a 1, the gate opens to Thanatos in the abyss instead of the disintegrates into dust after 24 hours unless Animate Dead or similar
intended destination. magic is used to maintain its existence. The attuned creature may cast
2 Demonic Amulet. This item cannot be looted normally. The amulet Finger of Death (Save DC 18) using the sword. Once the Orcusword
disappears when the demon dies, unless stolen/removed beforehand. has cast this spell, it can't do so again until the next dawn.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with 4d4 Bones of Orcus. Each can substitute for 1,000 gp worth of material
advantage if the demon is incapacitated. Holding the amulet grants one components in a necromancy spell. Can be used as an arcane focus for
favor from the demon, in exchange for the return of the amulet. The Necromancy spells. While using this focus, a spellcaster may cast Chill
demon may not honor the favor if the amulet is given before the favor Touch using the Bone, even if they don't normally know the spell.
is complete. 2 Horns of Orcus. Acts as a magic war pick. A target struck by the Horn
1 Demon Lord Amulet. This item is not found with the Demon Lord is affected by the Dispel Magic spell, cast at 3rd level. The spell targets
unless the check made to loot the body was a 30 or higher. At the DM's a random magical effect on the target that is 3rd level or lower. If there
discretion, this loot may simply be a clue to the Amulet's true location, is no such effect, this ability does not trigger.
not the Amulet itself. No immediate use. If not destroyed, the Demon 1 Hide of Orcus. Acts as a blanket. Can be mastercrafted
Lord reforms at the Amulet's location after 1d10 days. (leatherworker's tools) into the equivalent of a +3 Chain Shirt that
1 Wand of Orcus. as listed in the Dungeon master's Guide (page 227) requires attunement. A creature attuned to the armor gains resistance to
2 Hooves of Orcus. Acts as a hammer. Can be carefully crafted (smith's nonmagical bludgeoning, slashing and piercing damage. Curse. A
tools) into a magic maul that requires attunement. A creature attuned to creature attuned to the armor gains a Madness of Orcus (MToF pg.
the maul can use it to cast Create Undead, which can be cast at any 153) as their flaw. The flaw is re-rolled at the end of each long rest.
time of day. Once the maul has cast this spell, it cannot do so again 2d4 Claws of Orcus. Acts as a magic dagger. Can be crafted
until the next dawn. (leatherworker's tools) into a Necklace or Collar of the Master of
2 Wings of Orcus. Acts as a blanket. Can be mastercrafted Undeath. An undead creature wearing the item is immune to effects
(leatherworker's tools) into a Shroud of Undeath, which requires that would turn it.
attunement. when a creature attuned to the Shroud casts Animate Dead 1d10 Teeth of Orcus. 20 teeth act as a bag of caltrops. Can be planted
or Create Undead, they choose the level at which the spell is cast, and in the ground, causing an undead creature to emerge from the earth
the creatures created by the spells remain under their control after 1d4 rounds. The creature that emerges is a Skeleton, Zombie, or
indefinitely. Ghoul, chosen at random. The undead disintegrates into dust after 24
1 Skull of Orcus. If a creature with at least 16 Strength lifts the skull hours unless Animate Dead or similar magic is used to maintain its
above their head as an action, a cylinder of swirling necrotic energy 60 existence.
feet tall and with a 10-foot radius arises from the point the creature
stands. The area lasts until the end of the creature's next turn. Creatures
in this area have vulnerability to necrotic damage. The skull can be
mastercrafted (smith’s tools and woodcarver’s tools) into one of the
following items: wall trophy, warhorse barding, helmet, shield, or a
ship’s figurehead. Creatures within 10 feet of the item have
vulnerability to necrotic damage.
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted 2d10 Teeth of the Gnoll Lord. 20 teeth act as a bag of caltrops. Can be
(alchemist's supplies) into a potion of poison immunity. When planted in the ground, causing a large iron spike to burst from the
consumed, grants immunity to poison damage and the poisoned ground in 1d10 minutes. A creature in this space must make a DC 24
condition for 1 hour, and heals any poisons currently affecting the Dexterity saving throw. On a failed save, the creature takes 27 (6d8)
creature. piercing damage and is restrained by being impaled on the spike. A
1 Greater Demon Heart. While holding the heart, it can be used to cast creature can use an action to remove itself (or a creature it can reach)
Gate as a ritual. This consumes the heart. When the spell is cast, roll from the spike, ending the restrained condition.
1d20. On a 1, the gate opens to the Death Dells in the abyss instead of 2 Incisors of the Gnoll Lord. Acts as a magic war pick. A target struck
the intended destination. by the Incisor is affected by the Dispel Magic spell, cast at 3rd level.
2 Demonic Amulet. This item cannot be looted normally. The amulet The spell targets a random magical effect on the target that is 3rd level
disappears when the demon dies, unless stolen/removed beforehand. or lower. If there is no such effect, this ability does not trigger.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with 4d4 Claws of the Gnoll Lord. Acts as a magic dagger. Can be crafted
advantage if the demon is incapacitated. Holding the amulet grants one (leatherworker's tools) into a Necklace or Collar of the Gnoll Lord. A
favor from the demon, in exchange for the return of the amulet. The gnoll or hyena that wears the item enters a frenzy, gaining advantage
demon may not honor the favor if the amulet is given before the favor on melee weapon attacks and causing attack rolls to have advantage
is complete. against them.
1 Demon Lord Amulet. This item is not found with the Demon Lord 1 Hide of Yeenoghu. Acts as a blanket. Can be mastercrafted
unless the check made to loot the body was a 30 or higher. At the DM's (leatherworker's tools) into the equivalent of +3 Splint Armor that
discretion, this loot may simply be a clue to the Amulet's true location, requires attunement. A creature attuned to the armor gains resistance to
not the Amulet itself. No immediate use. If not destroyed, the Demon nonmagical bludgeoning, slashing and piercing damage. Curse. A
Lord reforms at the Amulet's location after 1d10 days. creature attuned to the armor gains a Madness of Yeenoghu (MToF pg.
1 Butcher. Acts as a magical flail that deals 1d12 damage on a hit and 155) as their flaw. The flaw is re-rolled at the end of each long rest.
requires attunement. On a hit, the flail creates an additional effect, 2d4 Bones of Yeenoghu. Acts as a club. Can be carefully crafted
chosen by at random: (alchemist's supplies) into a Rampage Potion. For 10 minutes after
The attack deals an extra 2d12 damage. consuming the potion, when the user reduces another creature to 0 hit
The target must succeed on a DC 17 Constitution saving throw or points with a melee attack on its turn, the user may use their bonus
be paralyzed until the start of the attuned creature's next turn. action to move up to half their speed and make an unarmed strike.
The target must succeed on a DC 17 Wisdom saving throw or be 1 Skull of the Gnoll Lord. No immediate use. Can be mastercrafted
affected by the Confusion spell until the start of the attuned (smith's tools) into a helm that requires attunement. The helm counts as
creature's next turn. heavy armor. An attuned creature can cast Fear (Save DC 17) using the
2 Eyes of the Gnoll Lord. A creature holding the eye can crush it as an helm. Once the spell has been cast three times, it cannot be cast again
action to cast Invisibility. Can be mastercrafted by a spellcaster until the next dawn.
(divination) into a Gem of Seeing.
1 Red Abashai's Morningstar. Acts as a magic morningstar and a 1 White Abashai's Longsword. Acts as a magic longsword and a Holy
Holy Symbol to Tiamat. Symbol to Tiamat.
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60
for 10 minutes. This darkvision is not impeded by magical darkness. feet for 10 minutes. This darkvision is not impeded by magical
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or
provides this benefit once per day as an action. circlet that provides this benefit once per day as an action.
4d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure 1d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure
after 1d10 days, unless the devil was killed by a good-aligned creature after 1d10 days, unless the devil was killed by a good-aligned creature
with Bless cast upon it, or if the ichor is splashed with holy water. with Bless cast upon it, or if the ichor is splashed with holy water.
3d4 Devil Claws. Acts as a magical dagger that deals fire damage 1d4 Devil Claws. Acts as a magical dagger that deals fire damage
instead of piercing damage. This damage ignores the fire resistance of instead of piercing damage. This damage ignores the fire resistance of
demons. demons.
2 Red Abishai Wings. No immediate use. Can be carefully crafted 1d2 White Abishai Wings. No immediate use. Can be carefully crafted
(leatherworker's tools) into a Cloak of Internal Fire, which requires (leatherworker's tools) into a Cloak of Reprisal, which requires
attunement. An attuned creature's unarmed strikes deal an additional attunement. The attuned creature may use their reaction, in response to
1d6 fire damage on a hit. taking damage, to make a single melee weapon attack against a
2 Red Abishai Horns. No immediate use. Can be mastercrafted creature within 5 feet of them. If no creature is within reach, the
(alchemist's supplies) into a Potion of Gainful Strength. A creature that attuned creature may move up to half its speed towards an enemy it can
drinks the potion has its Strength score increase by 2, as well as its see, without provoking opportunity attacks.
maximum for that score. A creature can't benefit from this potion more 1d10 White Abishai Teeth. As a bonus action, a creature may consume
than once. one of the teeth. The creature gains advantage on all melee weapon
1 Talisman of Tiamat. Requires attunement. An attuned creature can attack rolls during that turn, but attack rolls have advantage against
use its action to target one dragon it can see within 120 feet of it. The them until the start of their next turn.
dragon must make a DC 18 Charisma saving throw. A chromatic
dragon makes this save with disadvantage. On a successful save, the
target is immune to the talisman's ability for 1 hour. On a failed save,
the target is charmed by the attuned creature for 1 hour. While charmed
in this way, the target regards the attuned creature as a trusted friend to
be heeded and protected. This effect ends if the attuned creature or its
companions deal damage to the target, or if the attunement ends.
1 Heart of the Red Abishai. While holding the heart, it can be used to
cast Plane Shift as a ritual. Only the creature holding the heart may
shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1,
the bearer is shifted to Tiamat's lair in Avernus instead of the intended
destination.
1 Mantle of Tiamat. Requires attunement. An attuned creature can use
its action to choose up to four of their allies within 60 feet of it that
have the dragon or fiend monster type and can see them. For 1 minute,
each of those allies makes attack rolls with advantage and can't be
frightened.
1 Red Abishai Brooch. A creature holding the brooch can touch it as an
action. Each creature of the holder's choice that is within 120 feet and
aware of it must succeed on a DC 18 Wisdom saving throw or become
frightened of the brooch for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for
it, the creature is immune to the brooch's ability for the next 24 hours.
once used in this way, the brooch can't be used again until the next
dawn.
1 Set of Hellforged Plate Armor. This armor is immune to effects that 1 Vial of Hellish Ichor. No immediate use. Forms into a Lemure after
would deteriorate or weaken it. 1d10 days, unless the devil was killed by a good-aligned creature with
1 Hellforged Shield. This shield is immune to effects that would Bless cast upon it, or if the ichor is splashed with holy water.
deteriorate or weaken it. The shield can be destroyed with a DC 20
Strength check.
1 Hellfire Lance. This magic lance deals an additional 16 (3d10) fire
damage on a hit. If this damage kills a creature, the creature's soul rises
from the River Styx as a lemure in Avernus in 1d4 hours. If the creature
isn't revived before then, only a Wish spell or killing the lemure and
casting True Resurrection on the creature's original body can restore it
to life. Constructs and devils are immune to this effect.
1 Infernal Tack. Mordenkainen's Tome of Foes page 167
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet
for 10 minutes. This darkvision is not impeded by magical darkness.
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that
provides this benefit once per day as an action.
2d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure
after 1d10 days, unless the devil was killed by a good-aligned creature
with Bless cast upon it, or if the ichor is splashed with holy water.
1d4 Devil Claws. Acts as a magical dagger that deals fire damage
instead of piercing damage. This damage ignores the fire resistance of
demons.
1 Head of the Narzugon. A creature holding the head can communicate
with the Narzugon telepathically. The Narzugon refuses to
communicate with good-aligned creatures. A non-good creature can use
their action to make a DC 17 Charisma (Persuasion) check to convince
the head to assist them. On a success, the head issues one of two
commands, chosen by the creature holding the head:
Infernal Command. Each ally of the non-good creature within
60 feet of it can't be charmed or frightened until the end of their
next turn.
Terrifying Command. Each creature that isn't a fiend within 60
feet of the head that can hear it must succeed on a DC 17
Charisma saving throw or become frightened of it for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A creature that
makes a successful saving throw is immune to this Head's
Terrifying Command for 24 hours.
1 Nightmare. Monster Manual page 235. If the Narzugon was defeated
in combat, the Nightmare is hostile to the person who slayed them.
2d4 Bones of the Narzugon. No immediate use. Can be mastercrafted
(alchemist's supplies) into a Potion of Supreme Healing.
D | Devil (Orthon)
24
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Wizards of the Coast. ©Wizards of the Coast LLC.
Geryon (22)
Archdevils Fiend (religion)
Note. Unless the archdevil is killed in the Nine Hells, only the Hellish
Ichor is able to be harvested. 2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet
for 10 minutes. This darkvision is not impeded by magical darkness.
Bael (19) Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that
provides this benefit once per day as an action.
Fiend (religion)
5d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet after 1d10 days, unless the devil was killed by a good-aligned creature
for 10 minutes. This darkvision is not impeded by magical darkness. with Bless cast upon it, or if the ichor is splashed with holy water.
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that 2d4 Devil Claws. Acts as a magical dagger that deals fire damage
provides this benefit once per day as an action. instead of piercing damage. This damage ignores the fire resistance of
5d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure demons.
after 1d10 days, unless the devil was killed by a good-aligned creature 1 Geryon's Horn. A creature can use an action to blow this horn. In
with Bless cast upon it, or if the ichor is splashed with holy water. response, 5d4 minotaurs (MM pg. 223) appear in unoccupied spaces of
2d4 Devil Claws. Acts as a magical dagger that deals fire damage the DM's choice within 60 feet. They return to the Nine Hells after 1
instead of piercing damage. This damage ignores the fire resistance of hour or when they drop to 0 hit points. Once the horn has been blown,
demons. it can't be used again until 7 days have passed. The minotaurs are
1 Hellish Morningstar. Acts as a magic morningstar that deals an hostile to any creature that isn't a devil, or hasn't signed a Contract of
additional 3d8 necrotic damage on a hit. Infernal Servitude.
1 Set of Hellforged Plate Armor. This armor is immune to effects that 2 Wings of Geryon. Acts as a blanket. Can be mastercrafted
would deteriorate or weaken it. (leatherworker's tools) into a Cloak of Archdevil Sight, which requires
2 Horns of an Archdevil. Acts as a magic shortsword. Can be attunement. An attuned creature gains truesight out to 60 feet. An
mastercrafted (alchemist's supplies) into a Potion of Infernal attuned creature can use their action to target one creature they can see
Regeneration. For 1 minute, the user regains 20 hit points at the start of within 60 feet of them. If the target can see the attuned creature, the
their turn. If the creature takes radiant damage, the potion doesn't target must succeed on a DC 23 Wisdom saving throw or become
function at the start of their next turn. For the duration of the potion's frightened of the attuned creature until the end of its next turn. Once
effect, the creature cannot lie, as if they were under the effect of a Zone this property is used, it cannot be used again until the next dawn.
of Truth. 1 Geryon's Stinger. Acts as a magic dagger. On a hit, the target must
2 Hooves of Bael. Acts as a hammer. Can be carefully crafted (smith's succeed on a DC 21 Constitution saving throw or take 2d12 poison
tools) into a magic maul that requires attunement. A creature attuned to damage and become poisoned until it finishes a short or long rest. The
the maul can use their action to stamp a Symbol (saved DC 21, target's hit point maximum is reduced by an amount equal to half the
stunning effect only) into a flat surface. The Symbol lasts 24 hours poison damage it takes. If its hit point maximum drops to 0, it dies.
before fading away. Once used this way, the maul cannot cast the spell This reduction lasts until the poisoned condition is removed.
again until the next dawn. 1 Duke of Hell's Heart. A creature holding the heart can destroy it as
1 Skull of Bael. If a creature with at least 18 Strength lifts the skull an action. The creature may cast any spell of 8th level or lower. No
above their head as an action, each creature within 10 feet of the skull additional time or material components are required, the spell simply
must make a DC 22 Wisdom saving throw or become frightened for 1 takes effect. Once a creature uses the heart in this way, its soul is bound
round. The skull can be mastercrafted (smith’s tools and woodcarver’s to the Nine Hells upon its death.
tools) into one of the following items: wall trophy, warhorse barding, 4d6 Scales of Geryon. Acts as a shield that requires attunement. A
helmet, shield, or a ship’s figurehead. The item has the following creature attuned to the shield gains resistance to cold damage, and can
property: when a creature who is hostile to the current owner of the use their action to magically teleport, along with any equipment they
item is within 10 feet of the skull, they must make a DC 22 Wisdom are wearing and carrying, up to 120 feet to an unoccupied space they
saving throw or become frightened for 1 round. can see. Once they have teleported, the shield can't be used in that
1 Duke of Hell's Heart. A creature holding the heart can destroy it as manner again until the next dawn.
an action. The creature may cast any spell of 8th level or lower. No 2d4 Locks of Geryon's Hair. A single lock of hair can be spread out on
additional time or material components are required, the spell simply the ground in a 10 10-foot lines or a circle 20 feet in diameter. The
takes effect. Once a creature uses the heart in this way, its soul is bound process of placing the hair takes 10 minutes. Once complete, a creature
to the Nine Hells upon its death. can utter the command word ("Geryon" in Infernal) to create a Wall of
1d6 Locks of Bael's Hair. A single lock of hair can be spread out on the Ice where the hair lies. The spell is permanent until the hair is removed
ground in a line 60 feet long or a circle 20 feet in diameter. The process (which requires entering the wall's space) or the wall is subject the
of placing the hair takes 10 minutes. Once complete, a creature can Dispel Magic cast at 6th level or higher.
utter the command word ("Bael" in Infernal) to create a Wall of Fire 2d4 Contracts of Infernal Servitude. A creature can sign the contract
where the hair lies. The spell is permanent until the hair is removed as an action. The creature immediately gains 1 level in the Warlock
(which requires entering the wall's space) or the wall is subject the class and must take the Pact of the Fiend, devoted to Geryon. A
Dispel Magic cast at 4th level or higher. creature who gains this level has its soul bound to Geryon's service
1 Shroud of Mammon. Requires attunement. An attuned creature can after death. The subclass's expanded spell list is altered as follows:
cast Charm Person or Major Image at will. They can only use the spell Burning Hands is replaced with Ice Knife (XGtE pg. 157)
to appeal to the greed of another creature (as determined by the DM). Scorching Ray is replaced with Snilloc's Snowball Swarm (XGtE
Otherwise, the spell fails. pg. 165)
Fireball is replaced with Tidal Wave (XGtE pg. 168)
Wall of Fire is replaced by Ice Storm
Flame Strike is replaced by Cone of Cold
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet 2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet
for 10 minutes. This darkvision is not impeded by magical darkness. for 10 minutes. This darkvision is not impeded by magical darkness.
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that
provides this benefit once per day as an action. provides this benefit once per day as an action.
5d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure 6d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure
after 1d10 days, unless the devil was killed by a good-aligned creature after 1d10 days, unless the devil was killed by a good-aligned creature
with Bless cast upon it, or if the ichor is splashed with holy water. with Bless cast upon it, or if the ichor is splashed with holy water.
2d4 Devil Claws. Acts as a magical dagger that deals fire damage 2d4 Devil Claws. Acts as a magical dagger that deals fire damage
instead of piercing damage. This damage ignores the fire resistance of instead of piercing damage. This damage ignores the fire resistance of
demons. demons.
1 Mace of Hutijin. Acts as a magic maul that requires attunement. An 1 Moloch's Many-Tailed Whip. Acts as a magic whip with a range of
attuned creature can use their action to release lightning in a 20-foot 30 feet. On a hit, the target takes 2d10 lightning damage and must
radius. All other creatures in that area must each make a DC 22 succeed on a Strength saving throw or be pulled up to 30 feet in a
Dexterity saving throw, taking 4d8 lightning damage on a failed save, straight line towards the whip's wielder. The DC for the saving throw is
or half as much damage on a successful one. 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
2 Wings of Hutijin. Acts as a blanket. Can be mastercrafted 2 Horns of an Archdevil. Acts as a magic shortsword. Can be
(leatherworker's tools) into a Cloak of Infernal Despair, which requires mastercrafted (alchemist's supplies) into a Potion of Infernal
attunement. Each creature within 15 feet of the attuned creature that Regeneration. For 1 minute, the user regains 20 hit points at the start of
isn't a devil makes saving throws with disadvantage. their turn. If the creature takes radiant damage, the potion doesn't
2 Infernal Steel Bracers. When worn together, they act as Dimensional function at the start of their next turn. For the duration of the potion's
Shackles with no additional properties. A single bracer requires effect, the creature cannot lie, as if they were under the effect of a Zone
attunement. An attuned creature can use the bracer to cast Lightning of Truth.
Bolt, Dispel Magic, and Heal. Once one of these spells has been cast 1 Archduke of Hell's Heart. A creature holding the heart can destroy it
using the bracer, that spell can't be cast again using the bracer until the as an action to cast the Wish spell. Once a creature uses the heart in this
next dawn. way, its soul is bound to the Nine Hells upon its death.
2d4 Vials of Hutijin's Venom. Can be applied to a weapon or piece of 2 Hooves of Moloch. Acts as a hammer. Can be carefully crafted
ammunition as an action. A creature hit by the poisoned weapon or (smith's tools) into a magic maul that requires attunement. A creature
ammunition must make a DC 22 Constitution saving throw or become attuned to the maul can use their action to stamp a Symbol (saved DC
poisoned. While poisoned in this way, the target can't regain hit points, 21, stunning effect only) into a flat surface. The Symbol lasts 24 hours
and it takes 3d6 poison damage at the start of each of its turns. The before fading away. Once used this way, the maul cannot cast the spell
poisoned target can repeat the saving throw at the end of each of its again until the next dawn.
turns, ending the effect on itself on a success. 1 Skin of Moloch. Acts as a blanket. Can be mastercrafted
1 Tail of Hutijin. Acts as a magic whip that does 1d10 damage on a hit (leatherworker's tools) into the equivalent of hooded studded leather
and requires attunement. An attuned creature can use their action to armor that requires attunement. While the hood on the armor is raised,
magically teleport, along with any equipment they are wearing and the attuned creature can use their action to exhale a 30-foot cube of
carrying, up to 120 feet to an unoccupied space they can see. Once they terrifying gas. Each creature in that area must succeed on a DC 21
have teleported, the whip can't be used in that manner again until the Wisdom saving throw or take 27 (5d10) psychic damage, drop
next dawn. whatever it is holding, and become frightened for l minute. While
1 Hide of Hutijin. Acts as a blanket. Can be mastercrafted (smith's frightened in this way, a creature must take the Dash action and move
tools) into the equivalent of splint armor that requires attunement. An away from the attuned creature by the safest available route on each of
attuned creature can use their reaction in response to taking damage to its turns, unless there is nowhere to move, in which case it needn't take
speak in the voice of Hutijin. Each creature within 30 feet of the the Dash action. If the creature ends its turn in a location where it
attuned creature that isn't a devil must succeed on a DC 22 Wisdom doesn't have line of sight to the attuned creature, the creature can repeat
saving throw or become frightened of the attuned creature for 1 minute. the saving throw. On a success, the effect ends. Once this ability has
A creature can repeat the saving throw at the end of each of its turns, been used, it can't be used again until the next dawn.
ending the effect on itself on a success. Once this ability has been used 2d8 Moloch's Fangs. Acts as a magic dagger. Can be mastercrafted
3 times, it can't be used again until the next dawn. (alchemist's supplies) into a Poison of Moloch's Bane. A creature that
1 Duke of Hell's Heart. A creature holding the heart can destroy it as ingests the poison must succeed on a DC 21 Constitution saving throw
an action. The creature may cast any spell of 8th level or lower. No or be cursed. A cursed creature polymorphs into an Imp as long as they
additional time or material components are required, the spell simply are within the Nine Hells. Only a Greater Restoration spell or greater
takes effect. Once a creature uses the heart in this way, its soul is bound magic can end this curse.
to the Nine Hells upon its death. 2d10 Tomes of Hellish Knowledge. Contains deep lore on forbidden
2d4 Horns of an Archdevil. Acts as a magic shortsword. Can be topics, such as History (Asmodeus). Using the book for 5 minutes is
mastercrafted (alchemist's supplies) into a Potion of Infernal equivalent to rolling a 20 on the related skill.
Regeneration. For 1 minute, the user regains 20 hit points at the start of
their turn. If the creature takes radiant damage, the potion doesn't
function at the start of their next turn. For the duration of the potion's
effect, the creature cannot lie, as if they were under the effect of a Zone
of Truth.
E | Elemental Myrmidons
35
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Wizards of the Coast. ©Wizards of the Coast LLC.
Githyanki Supreme Commander (14)
Giff (3) Humanoid (survival)
Humanoid (survival)
1 Set of Astral Plate Armor. Acts as Plate armor that requires
1 Set of Tattered Breastplate attunement. While attuned, a creature can cast Misty Step as a bonus
1 Tattered Longsword action. Once this ability has been used three times, it cannot be used
1 Tattered Musket. DMG pg. 268, requires specialized knowledge to again until the next dawn.
repair. 1 Astral Greatsword. Acts as a magical greatsword. On a hit, it deals
1 Tattered Pistol. DMG pg. 268, requires specialized knowledge to an additional 2d6 psychic damage.
repair. 4 Vials of Githyanki Blood. When consumed as an action, acts as a
1 Fragmentation Grenade. A creature can only use this item if they Nondetection spell requiring no other material components.
have seen another creature use it, or if they succeed on a DC 15 1 Heart of the Githyanki Supreme Commander. While holding the
Intelligence check before using the item. Making such a check requires heart, it can be used to cast Plane Shift as a ritual. Only the creature
an action, and the grenade detonates immediately on a failure. As an holding the heart may shift. This consumes the heart. When the spell is
action, a creature can throw the grenade up to 60 feet. Each creature cast, roll 1d20. On a 1, the bearer is shifted to Tu'narath on the Astral
within 20 feet of the grenade's detonation must make a DC 15 Plane instead of the intended destination.
Dexterity saving throw, taking 17 (5d6) piercing damage on a failed 6 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant
save, or half as much damage on a successful one. Telepathy out to 120 feet for 1 hour.
1 Red Talisman of Tiamat. While held, grants advantage on Charisma
Gith checks made to influence Red Dragons.
1 Set of Astral Half Plate. Acts as Half Plate armor that requires 1 Set of Githzerai Robes. Requires attunement. Cannot be worn with
attunement. While attuned, a creature can cast Misty Step as a bonus armor, and does not count as armor. While attuned, a creature may cast
action. Once this ability has been used three times, it cannot be used Feather Fall as a Reaction. Once this ability has been used 3 times, it
again until the next dawn. cannot be used again until the next dawn.
1 Astral Longsword. Acts as a magical longsword. On a hit, it deals an 4 Vials of Githzerai Blood. When consumed as an action, acts as a See
additional 2d6 psychic damage. Invisibility spell requiring no other material components.
3 Vials of Githyanki Blood. When consumed as an action, acts as a 1 Heart of the Githzerai Anarch. While holding the heart, it can be
Nondetection spell requiring no other material components. used to cast Plane Shift as a ritual. Only the creature holding the heart
1 Heart of the Githyanki Gish. While holding the heart, it can be used may shift. This consumes the heart. When the spell is cast, roll 1d20.
to cast Plane Shift as a ritual. Only the creature holding the heart may On a 1, the bearer is shifted to an Adamantine Citadel somewhere on
shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the material plane instead of the intended destination.
the bearer is shifted to a Githyanki Astral Brig in the Astral Plane 6 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant
instead of the intended destination. Telepathy out to 120 feet for 1 hour.
4 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant 1 Sigil of the Anarch. While held by a Githzerai, their word is
Telepathy out to 120 feet for 1 hour. considered law by other Githzerai. Whenever they make a Charisma
check to influence another Githzerai, they can treat a d20 roll of 9 or
Githyanki Kith'rak (12) lower as a 10.
Humanoid (survival) 3d4 Chaos-Matter Trinkets. These personal effects of the Githzerai
Anarch are composed on matter from Limbo. A creature can make a
1 Set of Astral Plate Armor. Acts as Plate armor that requires DC 10 Intelligence check to maintain the form of the trinket as long as
attunement. While attuned, a creature can cast Misty Step as a bonus they are focused on it, as if they were concentrating on a spell.
action. Once this ability has been used three times, it cannot be used Otherwise, the trinkets dissolve into chaos matter in 1d6 rounds. One
again until the next dawn. of these lumps of chaos matter can be used as a material component to
1 Astral Greatsword. Acts as a magical greatsword. On a hit, it deals the Creation spell, and can cause the spell to create anything. When
an additional 2d6 psychic damage. used this way, the spell acts as if it were cast at one spell slot higher
3 Vials of Githyanki Blood. When consumed as an action, acts as a than the slot used to cast the spell, and the chaos matter is consumed.
Nondetection spell requiring no other material components.
1 Heart of the Githyanki Kith'rak. While holding the heart, it can be
used to cast Plane Shift as a ritual. Only the creature holding the heart
may shift. This consumes the heart. When the spell is cast, roll 1d20.
On a 1, the bearer is shifted to a Githyanki Planar Raider in the Astral
Plane instead of the intended destination.
6 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant
Telepathy out to 120 feet for 1 hour.
1 Set of Githzerai Robes. Requires attunement. Cannot be worn with 2d3 Grey Render Eyes. No immediate use. Can be crafted (alchemist’s
armor, and does not count as armor. While attuned, a creature may cast supplies) into a Potion of Darkvision (grants the user darkvision out to
Feather Fall as a Reaction. Once this ability has been used 3 times, it 60 feet for 1 hour).
cannot be used again until the next dawn. 2d4 Grey Render Claws. Acts as a shortsword.
3 Vials of Githzerai Blood. When consumed as an action, acts as a See 2d8 Grey Render Teeth. Acts as a dagger.
Invisibility spell requiring no other material components. 1 Grey Render Heart. No immediate use. Can be carefully crafted
1 Heart of the Githzerai Enlightened. While holding the heart, it can (alchemist's supplies) into a Poison of the Grey Render. A creature that
be used to cast Plane Shift as a ritual. Only the creature holding the ingests the poison must succeed on a DC 17 Constitution saving throw
heart may shift. This consumes the heart. When the spell is cast, roll or gain the quirk of the Grey Render the poison was made from.
1d20. On a 1, the bearer is shifted to a Shra'kt'lor on the Plane of Additionally, their Intelligence score becomes 3, their Wisdom score
Limbo instead of the intended destination. becomes 6, and their Charisma score becomes 8, causing them to act in
4 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant an animalistic manner. These effects last for up to 8 hours, though the
Telepathy out to 120 feet for 1 hour. target can re-roll the saving throw at the end of each hour to end the
1 Sigil of Enlightenment. While held by a Githzerai, grants advantage effect.
on Charisma checks made to influence other Githzerai. 1 Grey Render Hide. Acts as a blanket. Can be carefully crafted
(leatherworker's tools) into +1 Studded Leather Armor.
2d4 Bones of the Grey Render. No immediate use. Can be carefully
crafted (alchemist's supplies) into a potion of Bloody Rampage. For 1
minute after a creature drinks the potion, whenever they take damage,
they may use their reaction to make one attack with their claws against
a random creature within their reach.
2 Grey Render Nodules. Over the course of 1d4 weeks, the nodule
grows into a Grey Render. After 1d4 days, the Grey Render is
conscious and functional enough to begin to seek out an intelligent
creature to bond to, preferring the creature with the highest Intelligence
that is immediately available. The Grey Render's quirk is determined
randomly, and until it is fully grown the creature will do its best not to
participate in combat. During this growth period, the Grey Render
effectively has AC 18 and 25 hit points. Creatures who are aware of the
abilities of a fully-grown Grey Render may attempt to attack the
creature, or steal it and attempt to re-bond the Render to themselves.
H | Howler
38
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Kruthik Hive Lord (5)
Kruthiks Monstrosity (nature)
K | Kruthiks
39
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Meazel (1)
Marut (25)
Humanoid (survival)
Construct (arcana)
1 Tattered Garrote. Simple Weapon, Finesse, Two-handed. 1d6
4 Marut Armor. Acts as a magic shield +2. Can be mastercrafted
bludgeoning damage on a hit, and the target is grappled (escape DC 8 +
(smith's tools) into Plate Armor +2 or Half-Plate armor +2, which Proficiency Modifier + Strength or Dexterity Modifier).
require attunement. While attuned to the armor, a creature is immune to
1 Tattered Shortsword
any spell or effect that would alter its form. 1d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
4 Marut Wings. No immediate use. If 4 of these are attached to a be carefully crafted (conjuration) by a spellcaster into a Shadow
vehicle that is large or smaller (smith's tools), the vehicle gains the
Crossing, a portal that leads to the Shadowfell. The portal is
ability to fly 30 feet. This flight is considered hovering. permanently affixed to the location where it is crafted. 20 of these can
4 Marut Limbs. A creature holding the limb can use their action to
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
make a DC 27 Intelligence (Arcana) check. On a success, a creature
within 5 feet of the limb takes 60 force damage, and is pushed up to 5
feet away from the limb if it is large or smaller. The limb then becomes
nonmagical.
4 Marut Arcane Cores. A creature holding the arcane core can use their
action to make a DC 27 Intelligence (Arcana) check. On a success,
Energy emanates from the core in a 60-foot cube. Every creature in that
area takes 45 radiant damage. Each creature that takes any of this
damage must succeed on a DC 20 Wisdom saving throw or be stunned
until the end of the user's next turn. The core then becomes
nonmagical.
4 Marut Determinism Engines. A creature holding the arcane core can
use their action to make a DC 27 Intelligence (Arcana) check. On a
success, the engine activates. The next attack roll targeting a creature
within 5 feet of the engine automatically hits. Once the attack occurs,
the engine becomes nonmagical.
4 Marut Planar Antennae. Acts as a tuning fork for the Plane Shift
spell. The spell leads to the Hall of Concordance in Sigil, the City of
Doors.
1 Marut Visual Justification Sensor. A creature holding the sensor
can use their action to make a DC 27 Intelligence (Arcana) check. on a
success, they can point the sensor at a creature they can see within 60
feet. The target must succeed on a DC 20 Charisma saving throw or be
teleported to a teleportation circle in the Hall of Concordance in Sigil.
A target fails automatically if it is incapacitated. The creature that
activated the sensor is teleported with the target to the circle. Once
used this way, the sensor becomes nonmagical.
M | Marut - Meazel
40
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Nightwalker (20)
Nagpa (17)
Undead (religion)
Humanoid (survival)
10d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
1 Staff of the Nagpa. Requires attunement. An attuned creature can use
be carefully crafted (conjuration) by a spellcaster into a Shadow
their action to target one creature within 90 feet of it. The target must Crossing, a portal that leads to the Shadowfell. The portal is
make a DC 20 Charisma saving throw. An evil creature makes the save
permanently affixed to the location where it is crafted. 20 of these can
with disadvantage. On a failed save, the target is charmed by the be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
attuned creature until the start of the attuned creature's next turn . On a 5d4 Negative Energy Motes. Any non-undead creature takes 14 (4d6)
successful save, the target becomes immune to the staff for the next 24
necrotic damage if it starts its turn within 30 feet of the mote. A
hours. Curse. If the attuned creature sees a city that isn't destroyed, they creature that takes this damage must succeed on a DC 21 Constitution
must succeed on a DC 20 Charisma saving throw or become frightened
saving throw or its hit point maximum is reduced by an amount equal
of the city. The attuned creature must wait 7 days before they are able
to the necrotic damage dealt. This reduction lasts until the creature
to reattempt the saving throw. If the city is destroyed, the frightened finishes a long rest. A creature that dies within 30 feet of the mote can't
condition ends.
be revived by any means short of a Wish spell.
2d4 Healing Potions 5d4 Shards of the Nightwalker. Difficult to hold. Deals 14 (4d6)
1 Arcane Focus necrotic damage to any creature holding it, though a creature can't take
4d4 books (ancient and valuable)
this damage more than once a round. A creature holding the shard can
1 Spellbook. Contains 2 random spells of 5th level or less that can be use it to cause a creature it can see within 300 feet of it make a DC 21
copied by a wizard
Wisdom saving throw. On a failure, the target takes 26 (4d12) necrotic
2d4 Skill Books. Contain knowledge concerning a certain skill and topic
damage and is frightened of the shard until the end of the user's next
that the Nagpa was interested in. For example: History (The Raven turn. If this damage kills the creature, it dies and can't be revived by
Queen). Using the book for 5 minutes is equivalent on rolling a 15 on
any means short of a Wish spell. The shard is destroyed when used.
the related skill
2 Flasks of Alchemist’s Fire
1 Map to a nearby Nagpa tower
1d2 Nagpa Eyes. No immediate use. Can be mastercrafted (alchemist’s
supplies) into a Potion of Truesight (grants truesight out to 60 feet for 1
hour).
2d4 Nagpa Claws. Acts as a magic dagger. On a hit, if the target is a
creature, it must succeed on a DC 20 Wisdom saving throw or be
paralyzed for 1 minute. A paralyzed target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success.
Undead and constructs are immune to this effect. Once the dagger
scores a hit, even if the creature is not paralyzed, it loses this feature.
N | Nagpa - Nightwalker
41
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Oblex Ogres
Oblex Spawn (1/4) Ogre Battering Ram (4)
Giant (survival)
Ooze (arcana)
1 Battering Ram. acts as a Ram (DMG pg. 255)
1 Glob of Oblex Jelly. The glob deals 1d4 psychic damage to the first
2d4 Giant's Toes. No immediate use. Sought as trophies by hunters and
humanoid it comes in direct contact with. The glob can be used as a
heroes, and can be sold for a good price to collectors or admirers.
ranged weapon with a range of 20/60 by using a glove or other
1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation)
throwing mechanism.
by a spellcaster into Gauntlets of Ogre Strength.
Adult Oblex (5) Ogre Bolt Launcher (2)
Ooze (arcana)
Giant (survival)
3d4 Globs of Oblex Jelly. The glob deals 1d4 psychic damage to the
1 Tattered Bolt Launcher. acts as a Ballista (DMG pg. 255)
first humanoid it comes in direct contact with. The glob can be used as
1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and
a ranged weapon with a range of 20/60 by using a glove or other
heroes, and can be sold for a good price to collectors or admirers.
throwing mechanism.
1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation)
1d4+1 Memory Globules. Contains the memories of a creature,
by a spellcaster into Gauntlets of Ogre Strength.
including its languages and proficiencies, except saving throw
proficiencies. The creature can be communicated with using Detect Ogre Chain Brute (3)
Thoughts or similar magic. If the memory globule is inserted into a
Giant (survival)
living Oblex, the Oblex gains the memories of the creature within the
globule. A creature that is subject to the Oblex's Eat memories action is 1d4 Thick Chains. Acts as a whip with the heavy property which deals
included in the memory globules. 1d8 damage on a hit.
Elder Oblex (10) 1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and
heroes, and can be sold for a good price to collectors or admirers.
Ooze (arcana) 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation)
by a spellcaster into Gauntlets of Ogre Strength.
5d4 Globs of Oblex Jelly. The glob deals 1d4 psychic damage to the
first humanoid it comes in direct contact with. The glob can be used as Ogre Howdah (2)
a ranged weapon with a range of 20/60 by using a glove or other
Giant (survival)
throwing mechanism.
2d6+1 Memory Globules. Contains the memories of a creature, 1 Tattered Howdah. The Howdah is a compact fort that can be carried
including its languages and proficiencies, except saving throw by a large creature. Up to four Small creatures can ride in the fort
proficiencies. The creature can be communicated with using Detect without squeezing. To make a melee attack against a target within 5
Thoughts or similar magic. If the memory globule is inserted into a feet of the large creature, they must use spears or weapons with reach.
living Oblex, the Oblex gains the memories of the creature within the Creatures in the fort have three-quarters cover against attacks and
globule. A creature that is subject to the Oblex's Eat memories action is effects from outside it. If the large creature dies, creatures in the fort
included in the memory globules. are placed in unoccupied spaces within 5 feet of the large creature.
2d4 Sulfurous Components. Each component can replace up to 25 gp 1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and
of material components required for an Illusion spell. A creature heroes, and can be sold for a good price to collectors or admirers.
holding the component can use an action to blow the components into a 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation)
cloud that fills a 5-foot cube. The cube lasts until the beginning of the by a spellcaster into Gauntlets of Ogre Strength.
creature's next turn. When a creature enters the cube or starts its turn
there, it is subject to a Confusion spell (Save DC 18).
1 Demon Heart. While holding the heart, it can be used to cast Plane
Shift as a ritual. Only the creature holding the heart may shift. This
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer
is shifted to a random location in the Abyss instead of the intended
destination.
2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s
supplies) into a Potion of Invisibility or an Oil of Etherealness.
3d4 Vials of Foul Ichor. No immediate use. Can be mastercrafted
(alchemist’s supplies) into a potion of poison immunity. When
consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the
creature.
2d4 Retriever Legs. Acts as a longsword that can't be damaged or
corroded.
1 Retriever Force Beam. A creature holding the beam can use their
action to fire it at a creature it can see within 60 feet of it. The target
must make a DC 16 Dexterity saving throw, taking 27 (5d10) force
damage on a failed save, or half as much damage on a successful one.
Once used, the force beam loses this property.
1 Retriever Paralyzing Beam. A creature holding the beam can use
their action to fire it at a creature it can see within 60 feet of it. The
target must succeed on a DC 18 Constitution saving throw or be
paralyzed for l minute . The paralyzed target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success. Once used, the force beam loses this property.
1 Retriever Web Sac. A creature holding the sac can squeeze it to cast
the Web (save DC 13) spell. Once the sac has been used in this way
three times, it becomes nonmagical.
1 Tracking Orb. A creature holding the orb can make a DC 20
Intelligence (Arcana) check. On a failure, the Orb is indecipherable. On
a success, the creature learns the direction and distance of the
Retriever's Quarry if they are on the same plane of existence, and the
location of the Retriever's master.
2d4 Retriever Plates. Acts as a shield +1. 6 of these can be
mastercrafted (smith's tools) into Armor of Invulnerability.
R | Retriever
43
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Shadow Dancer (7)
Frost Salamander (9)
Humanoid (survival)
Elemental (arcana)
1 Shadar-Kai Spiked Chain. Acts as a magic whip. The first time the
3 Frost Salamander Hides. No immediate use. Can be carefully
whip hits a creature, that creature takes an additional 22 (4d10) necrotic
crafted (leatherworker's tools) into the equivalent of Studded Leather, damage. The whip then loses this ability.
Scale Mail, or Chain Mail armor, which requires attunement. An
1 Set of Shadar-Kai Studded Leather. Acts as magic Studded Leather
attuned creature wearing the armor gains immunity to cold damage and that dissolves in direct sunlight.
vulnerability to fire damage. 1d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully
2d6 Frost Salamander Fangs. Acts as a longsword that does an
crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
additional 1d10 cold damage on a hit. 1 Heart of the Shadow Dancer. As a bonus action, a creature can
3d4 Motes of Elemental Ice. Can be used as a material component for
crush the heart to teleport up to 30 feet to an unoccupied space it can
a Conjure Minor Elementals spell, reducing the casting time to 1
see. Both the space it teleports from and the space it teleports to must
action. The spell can only summon water or air elementals when cast be in dim light or darkness. The creature can use this ability between
this way.
the weapon attacks of another action it takes.
1 Frost Salamander Ice Gullet. A creature holding the gullet can use it 2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
to cast Cone of Cold (save DC 17). Once used in this way, the gullet be carefully crafted (conjuration) by a spellcaster into a Shadow
loses this property.
Crossing, a portal that leads to the Shadowfell. The portal is
1 Shadow Spear. Acts as a magic spear. The first time the spear hits a Soul Monger (11)
creature, that creature takes an additional 26 (4d12) necrotic damage. Humanoid (survival)
The spear then loses this ability.
1 Set of Shadar-Kai Shrouded Robes. Requires attunement. When 1 Phantasmal Dagger. Acts as a magic dagger. The first time the dagger
the attuned creature takes damage, it can turn invisible and teleport up hits a creature, that creature takes an additional 19 (3d12) necrotic
to 60 feet to an unoccupied space it can see. It remains invisible until damage and has disadvantage on saving throws until the end of its next
the start of its next turn or until it attacks or casts a spell. Once used turn. The dagger then loses this ability.
three times, this property of the cloak can't be used again until the next 1 Set of Shadar-Kai Studded Leather. Acts as magic Studded Leather
dusk. that dissolves in direct sunlight.
2d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully 2d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully
crafted (alchemist's supplies) into a Potion of Necrotic Resistance. crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
1 Heart of the Gloom Weaver. Beasts and humanoids, other than 1 Heart of the Soul Monger. Any beast or humanoid, other than a
shadar-kai, have disadvantage on saving throws while within 10 feet of shadar-kai, that starts its turn within 5 feet of the heart has its speed
the heart. reduced by 20 feet until the start of that creature's next turn.
3d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can 3d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
be carefully crafted (conjuration) by a spellcaster into a Shadow be carefully crafted (conjuration) by a spellcaster into a Shadow
Crossing, a portal that leads to the Shadowfell. The portal is Crossing, a portal that leads to the Shadowfell. The portal is
permanently affixed to the location where it is crafted. 20 of these can permanently affixed to the location where it is crafted. 20 of these can
be mastercrafted (transmutation) by a spellcaster into a Portable Hole. be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
1 Sigil of the Raven Queen. Acts as a Holy Symbol of the Raven 1 Sigil of the Raven Queen. Acts as a Holy Symbol of the Raven
Queen. A creature holding the Sigil will receive strange omens and Queen. A creature holding the Sigil will receive strange omens and
visions at the whim of the Raven Queen. visions at the whim of the Raven Queen.
2d4 Stolen Souls. Each soul is held in a trinket or body part taken from
the creature who once owned the soul. A creature can use their action to
destroy the object to release the soul in a 30-foot sphere centered on the
object. Each creature in that area must make a DC 16 Constitution
saving throw. On a failed save, a creature takes 45 (10d8) psychic
damage and suffers l level of exhaustion. On a successful save, it takes
22 (5d8) psychic damage.
2d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's 1d4 Vials of Female Steeder Venom. Acts as a basic poison that deals
supplies) into a Potion of Psychic Resistance. 2d8 poison damage on a failed save.
2d10 Star Spawn Mangler Claws. Acts as a dagger. On a hit, if the 1d4 Sticky Legs. Acts as a club. A target hit by the club is stuck to the
attack roll has advantage, the dagger deals an additional 1d6 psychic club and grappled by the wielder of the club.
damage.
1d4 Star Spawn Teeth. No immediate use. Can be carefully crafted Male Steeder (1/4)
(alchemist's supplies) into a Potion of Frenzy. For one minute after the Monstrosity (nature)
potion is consumed, a creature may choose to make up to 3 attacks with
their attack action instead of the normal amount. Once the creature uses 1d4 Vials of Male Steeder Venom. Acts as a basic poison that deals
this ability (no matter how many attacks they choose to make), the 1d8 poison damage on a failed save.
potion's effect ends and the creature gains one level of exhaustion.
Steel Predator (16)
Star Spawn Seer (13) Construct (arcana)
Aberration (arcana)
5 Steel Predator Armor Plates. Acts as a shield. 2 of these can be
1 Comet Staff. Requires attunement. Acts as a magic quarterstaff that mastercrafted (smith's tools) into Adamantine Plate Armor.
deals an additional 2d8 psychic damage on a hit. An attuned creature 3d10 Steel Predator Teeth. Acts as a magic adamantine dagger.
can use the staff to make a Psychic Orb attack. The attack uses the 4d4 Steel Predator Claws. Acts as a magic adamantine shortsword.
creature's Intelligence modifier for its attack bonus, and deals 5d10 1 Modron Heart. A creature holding the heart can use it to cast Plane
psychic damage on a hit. Once used, the staff cannot produce another Shift as a ritual. The only destinations available to shift to using this
Psychic Orb until the next dawn. spell are the plane of Primus or the city of Sigil. If a creature is already
5d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's in one of these locations, they can only shift to the other.
supplies) into a Potion of Psychic Resistance. 1 Extraplanar Tracking Orb. A creature holding the orb can make a
3d4 Seer's Scrolls. Contains Eldritch Writing on how to become a Star DC 20 Intelligence (Arcana) check. On a failure, the Orb is
Spawn Seer. A creature with class levels in Warlock can use a scroll to indecipherable. On a success, the creature learns the direction and
cast Augury, contacting the entity the Seer served. However, when the distance of the Steel Predator's Quarry even if they are not on the same
spell is cast this way, instead of getting a random reading, there is a plane of existence, and the location of the Steel Predator's creator.
cumulative 25 percent chance that the entity overtakes the warlock's 1 Steel Predator Tail. Acts as a magic adamantine whip.
body and turns it into a Star Spawn Seer. The Seer becomes a hostile 1 Steel Predator Throat. No immediate use. Can be mastercrafted
creature under the DM's control. Only a Wish spell can undo this (smith's tools) into a Horn of Blasting. This particular horn only has a
transformation. 10% chance of exploding.
1 Sigil of an Eldritch Cult. Requires attunement. At the end of a long
rest, a creature attuned to the Sigil must make a DC 15 Charisma
Stone Cursed (1)
saving throw. On the first failure, the attuned creature gains a special Construct (arcana)
blessing related to the Elder Evil the cult worshiped (see MToF pg. 237
for examples). On the third failure, the creature is transformed into a 1 Obsidian Skull. A small black skull found in the wreckage of a Stone
Star Spawn Grue under the DM's control. Only a Wish spell can undo Cursed. At the end of a short rest, a character can make a DC 20
this transformation. Intelligence (Arcana) check to attempt to extract a memory from the
1 Star Spawn Seer Brain. A creature holding the brain can destroy it as skull, which is in response to a verbal question posed by the character
an action. When they do, they must make a DC 19 Wisdom saving to the skull. Once this check is made, whether it succeeds or fails, the
throw. On a success, the creature, along with any equipment it is skull can't be used in this manner again.
wearing or carrying, is magically teleported up to 60 feet to an 1d4 Cursed Stones. Any number of stones can be carried by a single
unoccupied space it can see, and each other creature within 10 feet of creature, but a creature can only be attuned to a single stone at a time.
the creature's original space take 19 (3d12) psychic damage. On a If a creature attuned to the stone is affected by a curse or possessed by
failure, the creature holding the brain does not teleport, and takes 39 a creature, the curse/possession targets the stone instead of the creature.
(6d12) psychic damage. The attunement immediately ends, and the stone loses the ability to
2d4 Chunks of Out-of-Phase Star Spawn Flesh. Difficult to attune to a new creature. If the stone becomes possessed by a creature,
transport, must be held or contained in something that extends into the the creature can end its possession of the stone normally. Curse. At the
ethereal plane. A chunk of flesh can be pushed into the body of a end of each long rest, an attuned creature must succeed on a DC 12
creature. The creature takes 5 (1d10) psychic damage, and the chunk of Constitution saving throw, or it begins to turn to stone and is restrained
flesh is destroyed. until the end of its next turn, when it must repeat the saving throw. The
effect ends if the second save is successful; otherwise the target is
petrified for 24 hours.
1 Sword Wraith Breastplate. Somewhat incorporeal. Can only be 1 Sword Wraith Chain Shirt. Somewhat incorporeal. Can only be
used by the undead or those who have a special relationship with death. used by the undead or those who have a special relationship with death.
1 Sword Wraith Shield. Somewhat incorporeal. Can only be used by 1 Sword Wraith Shield. Somewhat incorporeal. Can only be used by
the undead or those who have a special relationship with death. the undead or those who have a special relationship with death.
1 Sword Wraith Longsword. Somewhat incorporeal. Can only be used 1 Sword Wraith Longsword. Somewhat incorporeal. Can only be used
by the undead or those who have a special relationship with death. by the undead or those who have a special relationship with death.
Damage dealt by this weapon is magical for the purposes of Damage dealt by this weapon is magical for the purposes of
overcoming resistances. overcoming resistances.
1 Sword Wraith Longbow. Somewhat incorporeal. Can only be used 1 Sword Wraith Longbow. Somewhat incorporeal. Can only be used
by the undead or those who have a special relationship with death. by the undead or those who have a special relationship with death.
Damage dealt by this weapon is magical for the purposes of Damage dealt by this weapon is magical for the purposes of
overcoming resistances. overcoming resistances.
2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can 1 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be
be carefully crafted (conjuration) by a spellcaster into a Shadow carefully crafted (conjuration) by a spellcaster into a Shadow Crossing,
Crossing, a portal that leads to the Shadowfell. The portal is a portal that leads to the Shadowfell. The portal is permanently affixed
permanently affixed to the location where it is crafted. 20 of these can to the location where it is crafted. 20 of these can be mastercrafted
be mastercrafted (transmutation) by a spellcaster into a Portable Hole. (transmutation) by a spellcaster into a Portable Hole.
1d4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s
supplies) into a Potion of Invisibility or an Oil of Etherealness. supplies) into a Potion of Invisibility or an Oil of Etherealness.
1 Heart of the Sword Wraith Commander. Somewhat incorporeal.
Can only be used by the undead or those who have a special
relationship with death. Sword Wraiths within 30 feet of the heart have
advantage on saving throws against effects that turn undead.
Trolls creature, per the Loathsome Limbs sidebar (MM pg. 291). Any creature
that ends its turn within 5 feet of a limb takes 5 (1d10) necrotic
damage. Roll on the following table to determine the type of limb:
Dire Troll (13)
d10 Result
Giant (survival)
1-2 Head
5d4 Chunks of Troll Meat. Can be consumed as rations. When eaten,
the user must succeed on a DC 10 Constitution saving throw or become 3-4 Left Arm
poisoned for 8 hours. If a creature eats two half-chunks instead of one
5-6 Right Arm
full chunk, the remainder of the two chunks regrows into two full
chunks in 24 hours. This property doesn’t work (and the Constitution 7-8 Left Leg
saving throw isn’t required) if the meat is cooked or cured.
3d4 Vials of Troll Blood. No immediate use. Can be carefully crafted
9-10 Right Leg
(alchemist's supplies) into a Potion of Vitality.
2d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully 1 Rot Troll Hide. Difficult to transport, deals 5 (1d10) necrotic damage
crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an to anything organic it touches, though no more than once per round.
11-19, the dice have grown into an interesting but unusable shape. On a Can be crafted (leatherworker's tools) into Leather Armor of Necrotic
20, the dice have perfectly grown into a polyhedral die with one more Resistance.
side than it previously had.
3 Dire Troll Limbs. Remains moving and attacks the nearest non-giant
creature, per the Loathsome Limbs sidebar (MM pg. 291). If not
cooked or cured with acid, regrows into a Troll in 1 hour. If dealt at
least 10 acid or fire damage every 10 minutes, the regeneration process
can be delayed. Dealing this damage doesn’t stop a short or long rest,
provided the creature dealing the damage is awake to do so. Roll on the
following table to determine the type of limb:
d10 Result
1-2 Head
3-4 Left Arm
5-6 Right Arm
7-8 Left Leg
9-10 Right Leg
3d4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s 2d4 Chunks of Venom Troll Meat. Can be consumed as rations. When
supplies) into a Potion of Invisibility or an Oil of Etherealness. eaten, the user must succeed on a DC 20 Constitution saving throw or
3d4 Pinches of Spirit Dust. Acts as Dust of Disappearance. become poisoned for 8 hours. If a creature eats two half-chunks instead
2d4 Chunks of Spirit Troll Flesh. Can be consumed as rations. When of one full chunk, the remainder of the two chunks regrows into two
eaten, the user must succeed on a DC 15 Constitution saving throw or full chunks in 24 hours. This property doesn’t work (and the
become poisoned for 8 hours. If a creature eats two half-chunks instead Constitution saving throw isn’t required) if the meat is cooked or cured.
of one full chunk, the remainder of the two chunks regrows into two 3d4 Vials of Venom Troll Blood. Acts as basic poison, but requires a
full chunks in 24 hours. This property doesn’t work (and the Constitution save of 16 and deals 1d8 poison damage
Constitution saving throw isn’t required) if the meat is cooked or cured. 1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully
1d10 Spirit Troll Teeth. 20 of these teeth act as a bag of caltrops that crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an
can affect incorporeal creatures. Can be carefully crafted (jeweler’s 11-19, the dice have grown into an interesting but unusable shape. On a
tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice 20, the dice have perfectly grown into a polyhedral die with one more
have grown into an interesting but unusable shape. On a 20, the dice side than it previously had.
have perfectly grown into a polyhedral die with one more side than it 1 Venom Troll Limb. Remains moving and attacks the nearest non-
previously had. giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not
2 Spirit Troll Limbs. Remains moving and attacks the nearest non- cooked or cured with acid, regrows into a Venom Troll in 1d4 hours. If
giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not dealt at least 10 acid or fire damage every hour, the regeneration
subdued with mental or magic energy, regrows into a Spirit Troll in 1d4 process can be delayed. Dealing this damage doesn’t stop a short or
hours. If dealt at least 10 psychic or force damage every hour, the long rest, provided the creature dealing the damage is awake to do so.
regeneration process can be delayed. Dealing this damage doesn’t stop Roll on the following table to determine the type of limb:
a short or long rest, provided the creature dealing the damage is awake
to do so. Roll on the following table to determine the type of limb:
d10 Result
1-2 Head
3-4 Left Arm
5-6 Right Arm
7-8 Left Leg
9-10 Right Leg
V | Vampiric Mist
51
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Hydroloth (9)
Yugoloths Fiend (religion)
Canoloth (8) 2d4 Vials of Black Ichor. Can be consumed as an action. A creature
Fiend (religion) consuming the ichor immediately teleports up to 60 feet into an
unoccupied space they can see. Roll a d20. On a 1, the creature instead
2d4 Vials of Black Ichor. Can be consumed as an action. A creature teleports to the plane of Gehenna.
consuming the ichor immediately teleports up to 60 feet into an 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a
unoccupied space they can see. Roll a d20. On a 1, the creature instead spellcaster (abjuration) into an Amulet of Magic Resistance, which
teleports to the plane of Gehenna. requires attunement. An attuned creature has advantage on saving
1 Canoloth Tongue. Acts as a magic whip that deals 1d12 piercing throws against spells and other magical effects.
damage on a hit. 2d4 Hydroloth Claws. Acts as a magic dagger that is well-suited to use
2d6 Canoloth Teeth. No immediate use. Can be crafted (alchemist's underwater. While the user is submerged in liquid, attack rolls made
supplies) into a Potion of Alertness. For 1 hour after drinking the with the dagger have advantage.
potion, a creature cannot be surprised while is isn't incapacitated. 1d2 Eyes of the Hydroloth. A creature can use its action to consume
1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a the eye and target a creature within 60 feet of it. The target takes 4d6
spellcaster (abjuration) into an Amulet of Magic Resistance, which psychic damage, and it must make a DC 16 Intelligence saving throw.
requires attunement. An attuned creature has advantage on saving On a successful save, the target becomes immune to this effect for 24
throws against spells and other magical effects. hours. On a failed save, the target loses all proficiencies, it can't cast
1 Canoloth Hide. Acts as a blanket. Can be carefully crafted into Chain spells, it can't understand language, and if its Intelligence and Charisma
Mail armor of Acid Resistance. scores are higher than 5. they become 5. Each time the target finishes a
1 Chunk of Canoloth Brain Matter. Creatures can't teleport to or long rest, it can repeat the saving throw, ending the effect on itself on a
from 1 space within 60 feet of the brain matter. Any attempt to do so is success. A Greater Restoration or Remove Curse spell cast on the
wasted. target ends this effect early.
2d10 Hydroloth Teeth. Acts as a magic shortsword that requires
Dhergoloth (7) attunement. While attuned to the sword, a creature is under the effect of
Fiend (religion) a Water Walk spell.
1 Hydroloth Hide. Acts as a blanket. Can be mastercrafted
2d4 Vials of Black Ichor. Can be consumed as an action. A creature (leatherworker's tools) into a cloak that requires attunement. While
consuming the ichor immediately teleports up to 60 feet into an attuned to the cloak, a creature is immune to the waters of the River
unoccupied space they can see. Roll a d20. On a 1, the creature instead Styx, as well as any effect that would steal or modify its memories or
teleports to the plane of Gehenna. detect or read its thoughts.
2d2+1 Dhergoloth Arms. Acts as a magic flail. A creature holding the
flail can use an action to cast Sleep from it as a 1st-level spell. Once the
spell is cast, the arm cannot be used this way again until the next dawn.
1 Dhergoloth Carapace. No immediate use. Can be carefully crafted
into the equivalent of Scale Mail armor that requires attunement. An
attuned creature can cast Darkness, centered on themselves. Once the
spell is cast, the armor cannot be used this way again until the next
dawn.
1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a
spellcaster (abjuration) into an Amulet of Magic Resistance, which
requires attunement. An attuned creature has advantage on saving
throws against spells and other magical effects.
Y | Yugoloth (Merrenoloth) -
Yugoloth (Yagnoloth)
53
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Appendix III: Crafting Index
Demon Spider Legs (master) Naga Bones Astral Dreadnought Tail
Abjuration Erinyes Feathers (master) Nothic Eye (careful) (master)
Cyclops Eye (careful) Imp Wings (master) Oni Eyes (master) Balhannoth Bones (careful)
Shambling Mound Root-Stem Doppelganger Brain (careful) Ochre Jelly (careful) Corpse Flower Petals (careful)
(master) Motes of Shadow (master) Orc Left Eye of Fury Foul Ichor (master)
Heart of the Tarrasque Black Dragon Tail (master) Orc War Chief’s Head Drow Shadowblade
(master) Blue Dragon Tail (master) (careful) Retriever
Vampire Heart (master) Green Dragon Tail (master) Adult Remorhaz Heat Gland Molydeus Fingers (careful)
Heart of the Yugoloth Red Dragon Tail (master) (master)
Sibriex Eyes (careful)
(master) White Dragon Tail (master) Young Remorhaz Heat Gland
Sibriex Blood
Ancient Brass Dragon Sleep (master)
Abjuration (MToF) Baphomet's Iron Horns
Salve(master) Remorhaz Antennae (careful) (master)
Hallowed Stones (master) Ancient Bronze Dragon Roper Eye
Bones of Yeenoghu (careful)
Alchemist’s Repulsion Salve(master) Roper Eye (careful)
Blue Abishai Horn (master)
Supplies/Herbalism Ancient Copper Dragon Sahuagin Fin Red Abishai Horn (master)
Kit Slowing Salve(master) Sahuagin Baron Heart
Bones of the Narzugon
Ancient Gold Dragon (master)
Aarakocra Feathers (master)
Weakening Salve(master) Shambling Mound Vines Horns of an Archdevil
Vial of Ectoplasm
Ancient Silver Dragon Eyes of the Sphinx (master) (master)
Banshee
Paralyzing Salve(master) Gullet of the Tarrasque
Demilich Autumn Eladrin Leaves
Drider Legs (master)
Shadow Demon (master)
Drider Eyes Tarrasque Stomach Acid Spring Eladrin Flowers
Ghost
Dryad Heart (master) (master)
Specter (master)
Duergar Head (careful) Claws of the Tarrasque
Will-o'-wisp Summer Eladrin Thistles
Duergar Head (master) (master)
Wraith (master)
Eye of the Empyrean (master) Troll Blood (careful) Winter Eladrin Pine Needles
Basilisk Stomach (master) Ettin Heart (careful) Umber Hulk Antennae
(master)
Death Tyrant Skull (careful) Motes of Green Flame (careful)
Grey Render Eyes
Strong Bugbear Heart Fomorian Stomach Lining Unicorn Hooves (master) Bones of the Grey Render
Cambion Horns (careful) Arcanaloth Eyes (master)
(careful)
Centaur Hooves Cloud Giant Heart (careful) Rhino Horn (careful)
Howler Eyes (master)
Chimera Claws Fire Giant Heart (careful)
Alchemist’s Nagpa Eyes (master)
Cloaker Blood Frost Giant Heart (careful)
Supplies/Herbalism Strands of Shadar-Kai Hair
Cloaker Eyes Hill Giant Heart (careful)
Kit (MToF) (careful)
Cyclops Heart (careful) Stone Giant Heart (careful)
Bones of the Skull Lord
Demilich Teeth (careful) Storm Giant Heart (careful) Vial of Ectoplasm
(careful)
Foul Ichor (master) Gorgon Stomach (master) Allip
Flesh of the Sorrowsworn
Jackalwere Grell Beak (careful) Dybbuk
Heart of Anger (master)
Barlgura Tusks (careful) Hell Hound Teeth (careful) Drow Shadowblade
Heart of Hunger (master)
Strong Hobgoblin Heart Eidelon
Glabrezu Claws (careful) Heart of Lonliness (master)
(careful) Retriever
Goristro Horns (master) Heart of Loss (master)
Hezrou Spines (master) Kraken Eyes (master) Sword Wrath
Heart of the Wretched
Lizardfolk Heart of Semuanya Commander
Demon Snake Tail (master) (master)
(careful) Sword Wraith Warrior
Lizardfolk King/Queen Star Ichor
Minotaur Horns (master) Spirit Troll
Marilith Head (master) Star Spawn Teeth (careful)
Minotaur Skeleton Vampiric Mist
Vrock Eyes Canoloth Teeth
Heart of the Mummy (master) Oinoloth Horns (master)
Appendix I | Abjuration -
Alchemist's Supplies/Herbalism Kit
54
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Claws of Demogorgon Conjuration Heart of Wind (master)
Alchemist’s (master) Elder Tempest
Azer Heart (careful)
Supplies/Poisoner’s Ears of the Deceiver (master) Air Elemental
Beholder Eyestalks (master)
Kit Bones of the Amnizu (careful) Myrmidon
Kraken Hearts (master)
Aboleth Mucous (careful) Moloch's Fangs (master) Sphinx Feathers (master) Heart of Stone (master)
Ankheg Acid Grey Render Heart (careful) Heart of the Androsphinx Zaratan
Cockatrice Venom (careful) Flesh of the Sorrowsworn (master) Earth Elemental
Barlgura Tusks (careful) Oinoloth Horns (master) Ribcage of the Tarrasque Myrmidon
Glabrezu Claws (careful)
(master)
Hezrou Stench Glands Brewer’s Supplies Cook’s Utensils
Wisp of Shadow (careful)
(careful) Gas Spore Malt (careful)
Shadow Remorhaz Legs (careful)
Ancient Black Dragon Acid Shrieker Malt (careful) Vampire Slaad Liver (careful)
Pouch (master) Violet Fungus Malt (careful)
Wight Tail of the Tarrasque (master)
Ancient Blue Dragon Myconid Malt (careful)
Wraith Shark Fin
Lightning Organ (master) Sovereign Malt (careful)
Ancient Green Dragon Poison Conjuration (MToF) Divination
Calligrapher’s
Lung (master) Death Kiss Tentacle (master) Mind Flayer Brain (careful)
Ancient Red Dragon Fire Sac
Supplies
Gauth Tentacle (master) Nothic Eye (master)
(master) Drider Spinneret Wisp of Shadow (careful) Otyugh Eyestalk (careful)
Ancient White Dragon Ice Griffon Feathers Allip Rakshasa Hands (master)
Gland (master) Harpy Feathers Roc Heart (careful)
Boneclaw
Brass Dragon Tail (master) Hippogriff Feathers
Deathlock Mastermind Heart of the Gynosphinx
Ancient Brass Dragon Fire Sac Kenku Feathers Deathlock Wight (master)
(master) Owlbear Feathers Nabassu Eyes of the Tarrasque
Bronze Dragon Tail (master) Pegasus Feathers
Meazel (master)
Ancient Bronze Dragon Peryton Feathers Nightwalker Vampire Hand (careful)
Lightning Organ (master) Stirge Stinger Gloom Weaver Xorn Eye
Copper Dragon Tail (master) Blood Hawk Feathers Nycaloth Horns (careful)
Shadow Dancer
Ancient Copper Dragon Acid Eagle Feathers
Soul Monger
Pouch (master) Snake Feathers Skull Lord
Divination (MToF)
Gold Dragon Tail (master) Giant Eagle Feathers The Angry Eyes of Baphomet (master)
Ancient Gold Dragon Fire Sac Giant Owl Feathers Eyes of the Deceiver (master)
The Hungry
(master) Giant Vulture Feathers Eyes of Jubilex (master)
The Lonely
Silver Dragon Tail (master) Hawk Feathers The Lost Eyes of the Gnoll Lord
Ancient Silver Dragon Ice Owl Feathers (master)
The Wretched
Gland (master) Raven Feathers Eyes of the Demon Queen of
Sword Wraith
Flumph Tentacles Vulture Feathers Commander Fungi (master)
Eyes of the Mummy Lord Sword Wraith Warrior
Carpenter’s Tools Enchantment
(master) Vampiric Mist
Hands of the Empyrean Nalfeshnee Tusks (careful)
Vampire Dust (careful)
(careful) Astral Dreadnought Heart Horns of the Tarrasque
Vampire Fangs (master)
Kraken Skull (master) (master) (master)
Giant Wasp
Kraken Ribcage (master) Heart of Waves (master) Umber Hulk Eyes (careful)
Alchemist’s Purple Worm Teeth (careful) Leviathan Vampire Eyes (careful)
Supplies/Poisoner’s Tail of the Tarrasque (master) Water Elemental
Kit (MToF) Horns of the Tarrasque Myrmidon Enchantment (MToF)
Maurezhi Teeth (master) (master) Heart of Flame (master) Astral Dreadnought Horns
Baphomet's Bestial Blood Phoenix (master)
Carpenter's Tools Stygian Ichor (master)
(master) (MToF) Fire Elemental
Myrmidon Heart of the Amnizu (master)
Merrenoloth Skull (careful)
Appendix I | Alchemist's
Supplies/Poisoner's Kit -
Enchantment
55
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Crocodile Teeth (careful)
Red Dragon Hide (master) Unicorn Pelt (master)
Evocation Hooves (careful) White Dragon Wing (master) Wyvern Wings (master)
Dragon Turtle Steam Organ Elephant Toes (careful) White Dragon Hide (master) Yeti Hide
(master) Tusks (careful) Brass Dragon Wing (master) Yeti Throat
Heart of Wind (master) Giant Crab Claw (master)Brass Dragon Hide (master) Snake Skin
Air Elemental Giant Scorpion Claw (master)
Bronze Dragon Wing (master) Yuan-Ti
Invisible Stalker Shark Teeth (careful) Bronze Dragon Hide (master)
Snake Skin (careful)
Heart of Stone (master) Killer Whale Teeth (careful)
Copper Dragon Wing Yuan-Ti
Earth Elemental Mammoth Tusks (careful) (master)
Polar Bear Teeth (careful)
Copper Dragon Hide (master) Nycaloth Wings (careful)
Galeb Duhr
Winter Wolf Teeth (careful)
Gold Dragon Wing (master) Ape Hide
Xorn
Gold Dragon Hide (master) Baboon Pelt
Heart of Fire (master) Jeweler’s Tools Silver Dragon Wing (master) Baboon Pelt (careful)
Fire Elemental (MToF) Silver Dragon Hide (master) Bat Pelt
Heart of Waves (master) Balhannoth Teeth (careful) Dragon Turtle Hide (master) Bat Pelt (careful)
Water Elemental Boneclaw Teeth (careful) Hands of the Empyrean Black Bear Hide
Water Weird Armanite Hooves (careful) (careful) Blink Dog Hide
Howler Teeth (careful) Faerie Dragon Wings (master) Boar Hide
Beard Hairs of the Storm
Spirit Troll Teeth (careful) Deep Gnome Hide Wereboar
Giant (master)
Grick Hide Brown Bear Hide (careful)
Mummy Lord Dust (master) Leatherworker’s
Grimlock Hide Werebear
Tools
Evocation (MToF) Hell Hound Hide (careful)
Aboleth Tail (careful) Camel Hide
Deathlock Mastermind Eyes Hippogriff Pelt
Aboleth Hide (master) Cat Pelt
(careful) Hippogriff Pelt (careful)
Aboleth’s Bladder (master) Cat Pelt (careful)
Deathlock Wight Eyes Hydra Heads (careful)
Behir Hide (master) Death Dog Hide (careful)
(careful) Kraken Hide (careful)
Behir Tail (careful) Deer Pelt
Kuo-Toa Hide (careful)
Illusion Spectator Hide (master) Deer Pelt (careful)
Lizardfolk Hide (careful)
Bullywug Bladder Dire Wolf Hide (careful)
Cloaker Wing (master) Manticore Wings
Elephant Hide (careful)
Displacer Beast Paws (careful) Cambion Wing (master) Merfolk Hide (careful)
Cloaker Head (careful) Giant Ape Hide (careful)
Arcanaloth Hide (master) Merrow Hide (careful)
Couatl Hide (careful) Giant Ape Fangs
Minotaur Hide
Jeweler’s Tools Chasme Head (careful) Giant Badger Hide
Owlbear Hide
Aboleth Teeth (careful) Goristro Hide (master) Giant Bat Hide
Piercer Hide
Death Knight Bones Nalfeshnee Hide (master) Giant Boar Hide (careful)
Purple Worm Stomach Lining
Goristro Teeth (careful) Vrock Hide (master) Crocodile Hide (careful)
Purple Worm Stomach Lining
Devil Eyes (master) Barbed Devil Hide (careful) Giant Elk Hide
(careful)
Devil Teeth (careful) Bone Devil Hide (master) Giant Goat Hide
Quaggoth Hide (careful)
Blue Dragon Eyes (master) Bone Devil Wings (careful) Giant Hyena Hide (careful)
Rakshasa Pelt (master)
Red Dragon Eyes (master) Pit Fiend Hide (master) Poisonous Snake Skin
Remorhaz Stomach
Gold Dragon Eyes (master) Dinosaur Hide (careful) Poisonous Snake Skin
Remorhaz Stomach (careful)
Silver Dragon Eyes (master) Plesiosaurus Bladder (careful)
Roc Feathers (master)
Dragon Turtle Eyes (master) Tattered Pteranodon Wings Giant Rat Hide
Roper Hide (careful)
Fomorian Evil Eye (careful) (careful) Giant Weasel
Hand of a Sahuagin Baron
Hell Hound Teeth (careful) Displacer Beast Tentacles Goat Pelt
(careful)
Manticore Teeth (careful) (master) Goat Pelt (careful)
Salamander Hide (master)
Nightmare Hooves (careful) Displacer Beast Hide (master) Death Slaad Hide (master) Hyena Pelt
Pegasus Hooves (careful) Black Dragon Wing (master) Hyena Pelt (careful)
Throat of the Sphinx (careful)
Rakshasa Fangs (careful) Black Dragon Hide (master) Jackal Pelt
Sphinx Pelt (careful)
Rakshasa Eyes (master) Blue Dragon Wing (master) Jackal Pelt (careful)
Succubus/Incubus Wings
Roper Teeth (careful) Blue Dragon Hide (master) Killer Whale Hide (careful)
(careful)
Red Slaad Claws (master) Green Dragon Wing (master) Gullet of the Tarrasque Lion Hide (careful)
Troll Teeth (careful) Green Dragon Hide (master) Mammoth Hide (careful)
(master)
Ultroloth Eyes (master) Red Dragon Wing (master)
Appendix I | Evocation -
Leatherworker's Tools
56
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Red Abishai Wings (careful) Tyrannosaurus Skull (master) Brass Dragon Claws (master)
Leatherworker's White Abishai Wings (careful) Ancient Black Dragon Skull Brass Dragon Scales (master)
Tools (cont.) Wings of Geryon (master) (master) Ancient Brass Dragon Frill
Mastiff Hide Wings of Hutijin (master) Black Dragon Claws (master) (master)
Mule Hide Skin of Moloch (master) Black Dragon Scales (master) Adult Brass Dragon Skull
Panther Hide Wings of Titivilus (master) Ancient Black Dragon Horns (master)
Polar Bear Hide (careful) Grey Render Hide (careful) (master) Adult Brass Dragon Frill
Pony Hide Howler Hide (careful) Adult Black Dragon Skull (master)
Pony Hide (careful) Howler Throat (careful) (master) Ancient Bronze Dragon Skull
Rat Pelt Frost Salamander Hide Adult Black Dragon Horns (master)
Wererat (careful) (master) Bronze Dragon Claws
Rat Pelt (careful) Translucent Star Spawn Hide Ancient Blue Dragon Skull (master)
Rhino Hide (careful) (master) (master) Bronze Dragon Scales
Horse Hide Rot Troll Hide Blue Dragon Claws (master) (master)
Horse Hide (careful) Hydroloth Hide (master) Blue Dragon Scales (master) Ancient Bronze Dragon
Tiger Hide (careful) Oinoloth Skin (careful) Ancient Blue Dragon Horn Horns (master)
Yagnoloth Hide (master) (master) Adult Bronze Dragon Skull
Weretiger
Adult Blue Dragon Skull (master)
Weasel Pelt Mason’s Tools (master) Adult Bronze Dragon Horns
Weasel Pelt (careful) Gargoyle Wings (master) Adult Blue Dragon Horn (master)
Winter Wolf Pelt (careful) Kraken Ribcage (master) (master) Young Bronze Dragon Horns
Wolf Hide Ribcage of the Tarrasque Ancient Green Dragon Skull (master)
Werewolf (master) (master) Ancient Copper Dragon Skull
Worg Hide Green Dragon Claws (master) (master)
Necromancy
Green Dragon Scales (master) Copper Dragon Claws
Leatherworker’s Bones of the Lich (careful)
Green Dragon Spines (master)
Tools (MToF) Revenant Heart (careful) (master) Copper Dragon Scales
Balhannoth Hide (careful) Ribcage of the Tarrasque Adult Green Dragon Skull (master)
Armanite Hide (careful) (master)
(master) Ancient Copper Dragon Frond
Maurezhi Hide (careful) Ancient Red Dragon Skull (master)
Necromancy (MToF)
Molydeus Wolf's Head (master) Adult Copper Dragon Skull
(master) Bones of the Fallen Lich
Red Dragon Claws (master) (master)
Molydeus Hide (master) (careful)
Red Dragon Scales (master) Adult Copper Dragon Frond
Nabassu Eyes (master)
Nabassu Wings (careful) Ancient Red Dragon Horns (master)
Wastrilith Hide Smith’s Tools (master) Ancient Gold Dragon Skull
Wastrilith Fins (careful) Adult Red Dragon Skull (master)
Aboleth Tentacles (master)
Hide of Baphomet (master) (master) Gold Dragon Claws (master)
Ankheg Claw (careful)
Ape Hide of the Demon Adult Red Dragon Horns Gold Dragon Scales (master)
Basilisk Fang
Prince (master) (master) Gold Dragon Fins (master)
Behir Claws (master)
Wings of the Deceiver Young Red Dragon Horns Adult Gold Dragon Skull
Behir Fangs
(master) (master) (master)
Beholder Eye (master)
Hide of Fraz-Urb'luu (master) Ancient White Dragon Skull Ancient Silver Dragon Skull
Bulette Head Plate (careful)
Skin of Graz'zt (master) (master) (master)
Bulette Claws
Wings of Orcus (master) White Dragon Claws (master) Silver Dragon Claws (master)
Chuul Carapace (careful)
Hide of Orcus (master) White Dragon Scales (master) Silver Dragon Scales (master)
Chuul Pincers (master)
Claws of Orcus Ancient White Dragon Frond Silver Dragon Fins (master)
Glabrezu Carapace (master)
Claws of the Gnoll Lord (master) Adult Silver Dragon Skull
Bone Devil Skull (master)
Hide of Yeenoghu (master) Adult White Dragon Skull (master)
Ice Devil Carapace (master)
Zuggtmoy's Fungal Flesh (master) Dragon Turtle Claws (master)
Pit Fiend Head (master)
(master) Adult White Dragon Frond Dragon Turtle Shell
Spined Devil Spines (careful)
Black Abishai Wings (careful) (master) Fragments (master)
Dinosaur Claw
Blue Abishai Wings (careful) Ancient Brass Dragon Skull Titan’s Skull (master)
Knobbed Tail (carefully)
Green Abishai Wings (careful) (master)
Triceratops Horns (careful)