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Table Of Contents

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
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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:

Creature Loot | Introduction


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Astral Dreadnought (21)
Allip (5)
Monstrosity (nature)
Undead (Religion)
1 Astral Dreadnought Eye. Difficult to transport, as big as a small
2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
creature. Requires attunement. While attuned, the holder can cast
be carefully crafted (conjuration) by a spellcaster into a Shadow Antimagic Field once per day. The holder cannot be surprised while
Crossing, a portal that leads to the Shadowfell. The portal is
attuned to the eye. Can be mastercrafted (smith’s tools) into a grotesque
permanently affixed to the location where it is crafted. 20 of these can Spellguard Shield. The holder of the shield cannot be surprised while
be mastercrafted (transmutation) by a spellcaster into a Portable Hole. attuned to it.
2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist's
2 Astral Dreadnought Claws. Difficult to transport, as big as a
supplies) into a potion of Invisibility or an Oil of Etherealness. medium creature. No immediate use. Can be mastercrafted (smith's
1 Maddening Whisper. Must be harvested at the moment of the Allip's
tool) into a magical greataxe that deals 3d6 damage on a hit, and
demise. A creature within 5 feet of the Allip when it dies can choose to
requires a Strength score of 20 or greater to wield. On a critical hit
make a DC 14 Wisdom saving throw, on a failure taking 7 (1d8+3) against a target in an astral body, the wielder can choose to cut the
psychic damage and using its reaction to make a melee weapon attack
silvery cord that tethers the target to its material body instead of
against one creature within range if possible. If the creature failed their dealing damage.
saving throw, they gain the Maddening Whisper, which is a short 5d4 Astral Dreadnought Armor Plates. Difficult to transport, as big
phrase hinting at the Allip's terrible secret. If more than one creature
as a medium creature. Acts as a +2 Shield that requires a strength score
attempted to gain the Maddening Whisper, the creature with the lowest of 20 or greater to wield. Can be mastercrafted (smith's tools) into a set
roll on their Wisdom saving throw gains the secret.
of +2 Plate Armor that requires attunement. The attuned creature can
treat the Astral Plane as its home plane when targeted by the
Banishment spell or similar effects.
5d4 Astral Dreadnought Teeth. Acts as a magical shortsword. 4 of
these can be mastercrafted (smith's tools) into a magical greatsword
that deals 2d10 damage on a hit, and requires a Strength score of 20 or
greater to wield. On a critical hit against a target in an astral body, the
wielder can choose to cut the silvery cord that tethers the target to its
material body instead of dealing damage.
2d4 Astral Dreadnought Horns. Difficult to transport, as big as a
small creature. Acts as a magical battering ram. Can be mastercrafted
by a spellcaster (enchantment) into a Beacon of Psychic Projection.
When the Beacon is complete, any creature that begins its turn within
60 feet of the Beacon must make a DC 19 Wisdom saving throw taking
15 (2d10+4) psychic damage on a failed save, or half as much damage
on a successful one.
1 Astral Dreadnought Heart. Difficult to transport, as big as a large
creature. No immediate use. Can be mastercrafted by a spellcaster
(conjuration) into a Demiplanar Bracelet, which requires attunement. A
creature wearing the Bracelet can use an action to place their hand on a
flat surface, such as a wall or floor, and create a portal to a Demiplane,
as if they had cast the Demiplane spell. The Demiplane resembles a
stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high.
Once a portal to the Demiplane has been opened, it remains in place for
1 hour, and cannot be opened again until the next dawn.
1 Astral Dreadnought Tail. Difficult to transport, as large as a medium
creature. No immediate use. Can be mastercrafted (alchemist's
supplies) into a potion of Astral Potency. A creature that drinks the
potion has their astral tether strengthened for 1 hour. During this time,
if the creature enters an astral body (such as the one created by an
Astral Projection spell), their silver cord cannot be cut by an effect that
would otherwise sever it. This effect can be suppressed by an
Antimagic Field.
4 Hoards of Demiplanar Donjon Refuse. Each hoard is equivalent to
a Challenge 17+ Treasure Hoard. The magic items and valuables are
mixed in with ruined structures, ships, and the bones of creatures. At
the DM's discretion, a magic item found in the hoard can be replaced
by an object from the Creature loot tables that can be crafted into the
original item.

A | Allip - Astral Dreadnought


4
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Boneclaw (12)
Balhannoth (11)
Undead (religion)
Aberration (arcana)
1 Boneclaw Skull. Requires attunement. Can be used as an arcane
4 Balhannoth Tentacles. Acts as a whip that deals 2d6 slashing damage
focus, and grants an attuned creature resistance to cold and necrotic
on a hit. damage. After 1d10 days, the skull reforms into the Boneclaw,
1 Balhannoth Hide. Acts as a blanket. Can be carefully crafted
teleporting to within 1 mile of its master if necessary. If the Boneclaw's
(leatherworker's tools) into studded leather armor that requires master dies, this item crumbles into useless dust.
attunement. A creature attuned to the armor can cast Invisibility on 2d4 Boneclaw Claws. Acts as a magical pike. A creature wielding the
itself, and can do so three times before the armor cannot be used in this
Claw can use its reaction to make one melee attack with the Claw in
way until the next dawn. response to a visible enemy entering its reach.
2d10 Balhannoth Teeth. 20 teeth act as a bag of caltrops. Can be
2 Boneclaw Eyes. A creature hold in eye can swallow it as an action. If
carefully crafted (jeweler's tools) into dice that roll better when you
the user is in dim light or darkness, each creature within 5 feet of them
wager something you truly desire (advantage on rolls made to must succeed on a DC 14 Constitution saving throw or take 34 (5d12 +
determine the outcome of a dice game).
2) necrotic damage. The user then magically teleports up to 60 feet to
1 Heart of the Balhannoth. Creatures within 1 mile of the Heart an unoccupied space they can see. The destination space must be in
experience a sensation of being close to whatever they desire most. The dim light or darkness.
sensation grows stronger the closer the creatures come to the Heart. A
2d8 Boneclaw Teeth. 20 teeth act as a bag of caltrops. Can be carefully
creature can spend 10 minutes using the Heart to cast Mirage Arcane. crafted (jeweler's tools) into dice that always favor the evilest creature
This destroys the Heart. When cast this way, the spell always makes the
in the game.
surrounding area appear to be a place sought by the creature casting the
2d6 Bones of the Fallen Lich. No immediate use. Can be carefully
spell. crafted by a spellcaster (necromancy) into a Potion of Shadow Stealth
1 Balhannoth Skull. No immediate use. Can be mastercrafted (smith's
(for 1 hour, while in dim light or darkness, the user can take the Hide
tools) into a grotesque Helm of Teleportation (DMG pg. 174). action as a bonus action).
2d4 Balhannoth Bones. No immediate use. Can be carefully crafted 1 Tome of Darkness. Incomprehensible to those who are not Wizards. A
(alchemist's supplies) into a Potion of Detect Desires. For 10 minutes,
month of study will yield a method to become a Lich. These
the potion allows a creature to sense the emotions of creatures within requirements allow a wizard to create or obtain a Phylactery and a
30 feet of them, even if the user can't see them. This effect is blocked
Potion of Transformation. Additionally, the method requires the ability
by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet
to cast Imprisonment to transfer their soul into the Phylactery. A PC
of lead. Additionally, during this time, the user can use an action to that is turned into a Lich becomes an Evil NPC under the DM’s
force a creature within 30 feet to make a DC 16 Wisdom saving throw.
control. The details will vary from book to book, but the ritual may
On a failure, the creature's strongest desire is revealed to the user. involve any of the following:
Berbalang (2) Forming a Pact with a Fiend, Evil God, or Dark Power
Ritual Sacrifice or Murder
Aberration (arcana) Using Material Components only gained by killing Celestials
Being a Master (14th level or higher) of Necromancy
1d2 Berbalang Eyes. A creature can use its action to consume an eye.
2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
The eye then produces a spectral duplicate of the creature in an
be carefully crafted (conjuration) by a spellcaster into a Shadow
unoccupied space within 60 feet of it. While the duplicate exists, the
Crossing, a portal that leads to the Shadowfell. The portal is
creature is unconscious. A creature can only have one duplicate at a
permanently affixed to the location where it is crafted. 20 of these can
time. The duplicate disappears when it or the creature drops to 0 hit
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
points or after 10 minutes. The duplicate has the same statistics and
knowledge as the creature, and everything experienced by the duplicate
is known by the creature. All damage dealt by the duplicate's attacks is
psychic damage.
1d10 Odd Bones. Each is from some strange creature. Casting Speak
With Dead on an Odd Bone allows you to learn one fact or secret from
the creature's life. The DM should use this opportunity to present rare
and forbidden knowledge, data on distant planes of existence, and lore
about Celestials, Fiends, or Gods.

B | Balhannoth - Boneclaw
5
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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.

C | Cadaver Collecter - Iron Cobra


6
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Wizards of the Coast. ©Wizards of the Coast LLC.
Oaken Bolter (5) Corpse Flower (8)
Construct (arcana) Plant (nature)

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.

Stone Defender (4)


Construct (arcana)

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.

C | Oaken Bolter - Corpse Flower


7
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.
1d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can

Deathlocks 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
Deathlock (4) be mastercrafted by a spellcaster (transmutation) into a Portable Hole.
Undead (religion) 1d2 Deathlock Mastermind Eyes. No immediate use. Can be carefully
crafted by a spellcaster (evocation) into a Grave Bolt Amulet, which
1 Deathlock Staff. Acts as an Arcane Focus for a Warlock. Requires requires attunement. An attuned creature can use an action to cast a ray
attunement. An attuned creature has advantage on saving throws of necrotic energy at a target within 120 feet, with a +6 bonus to hit. On
against any effect that would turn it. Curse. While a creature is attuned a hit, the target takes 18 (4d8) necrotic damage, and if it is Large or
to the staff, they must make a DC 13 Charisma saving throw at the end smaller, must succeed on a DC 16 Strength saving throw or become
of each long rest and when succeed on a saving throw against an effect restrained as shadowy tendrils wrap around it for 1 minute. A restrained
that would turn them. This saving throw is rolled with disadvantage if target can use its action to repeat the saving throw, ending the effect on
made due to the creature avoiding being turned. On a failed save, a itself on a success. Once a bolt has been fired three times from the
vision of the Deathlock's patron (an illusion without stats) appears to Amulet, it can't be fired again until the next dawn.
the attuned creature, offering dark power in exchange for servitude. If 1 Warlock's Symbol. A tome, keepsake, or tattoo that can be used to
they are turned down, the Deathlock's patron becomes an enemy of the identify who the Deathlock was in life
creature for the rest of their mortal life. If their offer is accepted, the
character's next level must be a level in the Warlock Class, using the Deathlock Wight (3)
subclass that fits the Deathlock's Patron. Undead (religion)
1d4 Bound Flesh. As an action, a creature can consume the Bound
Flesh to cast Detect Magic (which does not require concentration), 1d4 Bound Flesh. As an action, a creature can consume the Bound
Disguise Self, or Mage Armor on themselves. When they do so, they Flesh to cast Detect Magic (which does not require concentration),
must make a DC 13 Charisma saving throw. On a failure, the creature Disguise Self, or Mage Armor on themselves. When they do so, they
is also under the effect of a Suggestion spell for the duration of the must make a DC 13 Charisma saving throw. On a failure, the creature
chosen spell. They must follow the request caused by the Suggestion is also under the effect of a Suggestion spell for the duration of the
spell, which is made by the Deathlock's Patron. chosen spell. They must follow the request caused by the Suggestion
1d2 Deathlock Claw. Acts as a club that deals 1d6 necrotic damage on spell, which is made by the Deathlock's Patron.
a hit. 1d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
1 Warlock's Symbol. A tome, keepsake, or tattoo that can be used to be carefully crafted by a spellcaster (conjuration) into a Shadow
identify who the Deathlock was in life Crossing, a portal that leads to the Shadowfell. The portal is
permanently affixed to the location where it is crafted. 20 of these can
Deathlock Mastermind (8) be mastercrafted by a spellcaster (transmutation) into a Portable Hole.
Undead (religion) 1d2 Deathlock Wight Eyes. No immediate use. Can be carefully
crafted by a spellcaster (evocation) into a Minor Grave Bolt Amulet,
1 Deathlock Staff. Acts as an Arcane Focus for a Warlock. Requires which requires attunement. An attuned creature can use an action to
attunement. An attuned creature has advantage on saving throws cast a ray of necrotic energy at a target within 120 feet, with a +5 bonus
against any effect that would turn it. Curse. While a creature is attuned to hit. On a hit, the target takes 7 (1d8+3) necrotic damage. Once a bolt
to the staff, they must make a DC 14 Charisma saving throw at the end has been fired three times from the Amulet, it can't be fired again until
of each long rest and when succeed on a saving throw against an effect the next dawn.
that would turn them. This saving throw is rolled with disadvantage if
made due to the creature avoiding being turned. On a failed save, a
vision of the Deathlock's patron (an illusion without stats) appears to
the attuned creature, offering dark power in exchange for servitude. If
they are turned down, the Deathlock's patron becomes an enemy of the
creature for the rest of their mortal life. If their offer is accepted, the
character's next level must be a level in the Warlock Class, using the
subclass that fits the Deathlock's Patron.
2d4 Bound Flesh. As an action, a creature can consume the Bound
Flesh to cast Detect Magic (which does not require concentration),
Disguise Self, or Mage Armor on themselves. When they do so, they
must make a DC 13 Charisma saving throw. On a failure, the creature
is also under the effect of a Suggestion spell for the duration of the
chosen spell. They must follow the request caused by the Suggestion
spell, which is made by the Deathlock's Patron.
2 Deathlock Claw. Acts as a club that deals 1d6 necrotic damage on a
hit.

D | Deathlock - Deathlock Wight


8
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1 Armanite Serrated Tail. Acts as a magical longsword.
Demons 1 Armanite Hide. Acts as a blanket. Can be carefully crafted
(leatherworker's tools) into Armanite Hide Armor, which acts like Hide
Note. Unless the demon is killed in the Abyss, only the Foul Ichor and Armor that requires attunement. An attuned creature has advantage on
Cultist's Sigils are able to be harvested. saving throws against spells and other magical effects.
1d2 Armanite Horns. Requires attunement. An attuned creature can use
Alklilth (11) an action to loose a bolt of lightning from the horn in a line 60 feet
Fiend (religion) long and 10 feet wide. Each creature in the line must make a DC 15
dexterity saving throw, taking 27 (6d8) lightning damage on a failed
2 Vials of Foul Ichor. No immediate use. Can be mastercrafted save, or half as much damage on a successful one. Once the Horn has
(alchemist's supplies) into a potion of poison immunity. When been used this way, it can't be used again until the next dawn.
consumed, grants immunity to poison damage and the poisoned
condition for 1 hour, and heals any poisons currently affecting the
Bulezau (3)
creature. Fiend (religion)
1 Cultist's Sigil. The signature sigil of a demonic cult. By using the sigil
to cast a ritual spell over the course of a number of hours equal to the 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted
demon's CR, the particular demon who was holding the sigil can be (alchemist's supplies) into a potion of poison immunity. When
summoned. The demon will be hostile upon arrival and must be consumed, grants immunity to poison damage and the poisoned
magically contained in order to be bargained with. condition for 1 hour, and heals any poisons currently affecting the
1 Demon Heart. While holding the heart, it can be used to cast Plane creature.
Shift as a ritual. Only the creature holding the heart may shift. This 1 Demon Heart. While holding the heart, it can be used to cast Plane
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer Shift as a ritual. Only the creature holding the heart may shift. This
is shifted to a random location in the abyss instead of the intended consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer
destination. is shifted to a random location in the abyss instead of the intended
1 Demonic Amulet. This item cannot be looted normally. The amulet destination.
disappears when the demon dies, unless stolen/removed beforehand. 1 Bulezau Barbed Tail. Acts as a whip that deals 1d12 damage on a hit,
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with and has the heavy property. When the whip hits a creature, that creature
advantage if the demon is incapacitated. Holding the amulet grants one must succeed on a DC 13 Constitution saving throw against disease or
favor from the demon, in exchange for the return of the amulet. The become poisoned until the disease ends. While poisoned this way, the
demon may not honor the favor if the amulet is given before the favor target sports festering boils, coughs up flies, and sheds rotting skin, and
is complete. the target must repeat the saving throw after every 24 hours that elapse.
2d4 Vials of Alkilith Acid. Acts as a basic vial of Acid, but deals 4d6 On a successful save, the disease ends. On a failed save, the target's hit
damage on a hit. point maximum is reduced by 4 (ld8). The target dies if its hit point
2d4 Alkilith Eyes. Any creature that isn't a demon that starts its turn maximum is reduced to 0. Once the whip has conferred this disease, it
within 30 feet of an Alkalith Eye must succeed on a DC 18 Wisdom loses this property.
saving throw, or it hears a faint buzzing in its head for a moment and Dybbuk (4)
has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against the Eye fails by 5 or more, the creature is Fiend (religion)
instead subjected to the Confusion spell for l minute. While under the
1 Vial of Foul Ichor. No immediate use. Can be mastercrafted
effect of that confusion, the creature is immune to the effects of the
(alchemist's supplies) into a potion of poison immunity. When
Eye.
consumed, grants immunity to poison damage and the poisoned
1 Wreath of Abyssal Moss. If left undisturbed for 1d10 weeks,
condition for 1 hour, and heals any poisons currently affecting the
transforms into a portal to a random layer of the abyss. The Wreath has
creature.
AC 10 and 1 hit point.
1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist's
1 Vial of Alkilith Sticky Secretion. No immediate use. Can be
supplies) into a Potion of Invisibility or an Oil of Etherealness.
mastercrafted (alchemist's supplies) into Sovereign Glue. The crafter
1d4 Dybbuk Tendrils. Acts as a magical whip that deals 1d8 necrotic
must provide a flask coated with Oil of Slipperiness or the crafting will
damage on a hit. If the target is a creature, its hit point maximum is
automatically fail.
also reduced by an amount equal to half the necrotic damage it takes.
Armanite (7) This reduction lasts until the target finishes a short or long rest. The
target dies if this effect reduces its hit point maximum to 0.
Fiend (religion)
1d4 Pieces of Possessed Corpse Loot. The DM chooses the NPC that
1 Vial of Foul Ichor. No immediate use. Can be mastercrafted the Dybbuk possessed. Some of their loot is still present on their body.
(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.
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.
1d4 Armanite Hooves. Acts as a hammer. Can be carefully crafted
(jeweler’s tools) into 1d6 dice. These dice grant advantage to gaming
set checks made to determine the outcome of a dice game, but only
when they are coated in the user's blood.
1d10 Armanite Claws. Acts as a magical dagger.
D | Demon (Alklilth) - Demon
(Dybbuk)
9
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Maurezhi (7) Molydeus (21)
Fiend (religion) Fiend (religion)

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.

D | Demon (Maurezhi) - Demon


(Molydeus)
10
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Nabassu (15) Rutterkin (2)
Fiend (religion) Fiend (religion)

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.

D | Demon (Nabassu) - Demon


(Abyssal Wretch)
11
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Wizards of the Coast. ©Wizards of the Coast LLC.
Sibriex (18) Wastrilith (13)
Fiend (religion) Fiend (religion)

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.

D | Demon (Sibriex) - Demon


(Wastrilith)
12
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Demon Lords
Note. Unless the demon lord is killed in the Abyss, only the Foul Ichor
and Cultist's Sigils are able to be harvested.
Baphomet (23)
Fiend (religion)

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.

D | Demon Lord (Baphomet)


13
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Wizards of the Coast. ©Wizards of the Coast LLC.
Demogorgon (26)
Fiend (religion)

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.

D | Demon Lord (Demogorgon)


14
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Fraz Urb'luu (23)
Fiend (religion)

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.

D | Demon Lord (Fraz Urb'luu)


15
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Graz'zt (24) Jubilex (23)
Fiend (religion) Fiend (religion)

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.

D | Demon Lord (Graz'zt) - Demon


Lord (Jubilex)
16
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Orcus (26)
Fiend (religion)

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.

D | Demon Lord (Orcus)


17
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Yeenoghu (24)
Fiend (religion)

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.

D | Demon Lord (Yeenoghu)


18
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1d4 Zuggtmoy's Fungal Antlers. Acts as an arcane focus that requires
Zuggtmoy (23) attunement. An attuned creature using the antler can cast Ray of
Fiend (religion) Sickness (1st level) at will. If the spell is aimed at a point on the ground
not covered by stone or metal, the attuned creature can cause a fungus
5 Vials of Foul Ichor. No immediate use. Can be mastercrafted of CR 1/2 or lower to sprout at that point. The type of fungus is
(alchemist's supplies) into a potion of poison immunity. When determined by the attuned creature, and exists for 1 hour before
consumed, grants immunity to poison damage and the poisoned withering away. The fungus is friendly towards the attuned creature as
condition for 1 hour, and heals any poisons currently affecting the long as they retain their attunement to the antler, but is hostile towards
creature. all other non-fungus creatures. Once four fungi have been summoned
2 Greater Demon Hearts. While holding the heart, it can be used to in this manner, the antler cannot create another one until the next dawn.
cast Gate as a ritual. This consumes the heart. When the spell is cast, 1d10 Pseudopods of Zuggtomy. Acts as a magic pike that deals an
roll 1d20. On a 1, the gate opens to the layer of Shedaklah in the abyss additional 2d8 poison damage on a hit. A target struck by the
instead of the intended destination. Pseudopod is affected by the Dispel Magic spell, cast at 3rd level. The
2 Demonic Amulet. This item cannot be looted normally. The amulet spell targets a random magical effect on the target that is 3rd level or
disappears when the demon dies, unless stolen/removed beforehand. lower. If there is no such effect, this ability does not trigger.
Retrieving it requires a DC 25 Dexterity (Slight of Hand) check, with
advantage if the demon is incapacitated. Holding the amulet grants one
favor from the demon, in exchange for the return of the amulet. The
Derro
demon may not honor the favor if the amulet is given before the favor Derro (1/4)
is complete.
1 Demon Lord Amulet. This item is not found with the Demon Lord Humanoid (survival)
unless the check made to loot the body was a 30 or higher. At the DM's
1 Tattered Hooked Spear. Acts as a spear. On a hit, if the target is
discretion, this loot may simply be a clue to the Amulet's true location,
medium or smaller, the wielder can choose to deal no damage and
not the Amulet itself. No immediate use. If not destroyed, the Demon
knock the target prone.
Lord reforms at the Amulet's location after 1d10 days.
1 Tattered Light Crossbow
2 Eyes of the Demon Queen of Fungi. A creature holding the eye can
1 Tattered Set of Leather Armor
crush it as an action to cast Plant Growth. The growth produced by the
1 Derro Head. No immediate use. Acts as a trophy to underdark hunters
spell is entirely fungal. Can be mastercrafted by a spellcaster
and Duergar.
(divination) into a Gem of Seeing.
3d4 Vials of infestation Spores. A creature can use an action to spread Derro Savant (3)
these spores within a 5-foot cube, which lingers for 1 minute. Any
Humanoid (survival)
flesh-and-blood creature in the cloud when it appears, or that enters it
later, must make a DC 19 Constitution saving throw. On a successful 1 Tattered Quarterstaff
save, the creature can't be infected by these spores for 24 hours. On a
1 Tattered Set of Leather Armor
failed save, the creature is infected with a disease called the Spores of 1 Derro Head. No immediate use. Acts as a trophy to underdark hunters
Zuggtmoy and also gains a random form of madness (determined by
and Duergar.
rolling on the Madness of Zuggtmoy table, MToF pg. 157) that lasts 1 Derro Talisman. Acts as an arcane focus, except while exposed to
until the creature is cured of the disease or dies. While infected in this sunlight.
way, the creature can't be reinfected, and it must repeat the saving
1d4 Magic Detritus. Each appears to be a trinket (PHB pg. 160) but has
throw at the end of every 24 hours, ending the infection on a success. a minor magic item property (DMG pg. 143)
On a failure, the infected creature's body is slowly taken over by fungal
growth, and after three such failed saves, the creature dies and is
reanimated as a spore servant if it's a type of creature that can be (MM
pg. 230).
2d4 Vials of Mind-Control Spores. A creature can use an action to
spread these spores within a 5-foot cube, which lingers for 1 minute.
Humanoids and beasts in the cloud when it appears, or that enter it
later, must make a DC 19 Wisdom saving throw. On a successful save,
the creature can't be infected by these spores for 24 hours. On a failed
save, the creature is infected with a disease called the influence of
Zuggtmoy for 24 hours. While infected in this way, the creature is
considered charmed by all fungal creatures, and can't be reinfected by
these spores.
4d4 Chunks of Zuggtmoy's Fungal Flesh. If planted in the ground,
emerges as a Myconid Sprout (MM pg. 230) in 1d4 days. 10 of these
can be mastercrafted (leatherworker's tools) into the equivalent of a +3
chain shirt which requires attunement. A creature attuned to the armor
gains resistance to nonmagical bludgeoning, slashing and piercing
damage. Curse. A creature attuned to the armor gains a Madness of
Zuggtmoy (MToF pg. 157) as their flaw. The flaw is re-rolled at the
end of each long rest.

D | Demon Lord (Zuggtmoy) -


Derro Savant
19
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Green Abishai (15)
Devils Fiend (religion)
Note. Unless the devil is killed in the Nine Hells, only the Hellish Ichor is
able to be harvested. 1 Green Abashai's Longsword. Acts as a magic longsword and a Holy
Symbol to Tiamat.
Black Abishai (7) 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.
Fiend (religion)
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that
2 Black Abashai's Scimitars. Acts as a magic scimitar and a Holy provides this benefit once per day as an action.
Symbol to Tiamat. 3d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure
1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 after 1d10 days, unless the devil was killed by a good-aligned creature
feet for 10 minutes. This darkvision is not impeded by magical with Bless cast upon it, or if the ichor is splashed with holy water.
darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or 2d4 Devil Claws. Acts as a magical dagger that deals fire damage
circlet that provides this benefit once per day as an action. instead of piercing damage. This damage ignores the fire resistance of
1d4 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 2 Green Abishai Wings. No immediate use. Can be carefully crafted
with Bless cast upon it, or if the ichor is splashed with holy water. (leatherworker's tools) into a Cloak of Shapechanging, which requires
1d4 Devil Claws. Acts as a magical dagger that deals fire damage attunement. An attuned creature can cast Alter Self at will, without
instead of piercing damage. This damage ignores the fire resistance of requiring a spell slot.
demons. 1d4 Green Abishai Spines. A creature holding a spine can snap it to
1d2 Black Abishai Wings. No immediate use. Can be carefully crafted cast Fear (Save DC 17) originating from the spine.
(leatherworker's tools) into a Cloak of Shadow Stealth. A creature 4 Vials of Green Abishai Poison. Can be applied to a weapon or a
wearing the cloak can take the Hide action as a bonus action while in piece of ammunition as an action. A creature hit by the poisoned
dim light or darkness. weapon or ammunition must make a DC 16 Constitution saving throw
1d2 Black Abishai Horns. A creature holding the horn can use it to cast or take 2d10 poison damage. Additionally, the creature is poisoned for
Darkness at a point within 120 feet of them, requiring no components. 1 minute. The creature can repeat the saving throw at the end of each of
While the spell persists, the creature can move the area of darkness up its turns, ending the effect on itself on a success.
to 60 feet as a bonus action, as long as they are holding the horn. Once
used in this way, the horn cannot be used again until the next dawn.

Blue Abishai (17)


Fiend (religion)

1 Blue Abashai's Quarterstaff. Acts as a magic quarterstaff and an


arcane focus.
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.
4d4 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.
2d4 Devil Claws. Acts as a magical dagger that deals fire damage
instead of piercing damage. This damage ignores the fire resistance of
demons.
2 Blue Abishai Wings. No immediate use. Can be carefully crafted
(leatherworker's tools) into a Cloak of Internal Electricity, which
requires attunement. An attuned creature's unarmed strikes deal an
additional 1d6 lightning damage on a hit.
1 Blue Abishai Horn. No immediate use. Can be mastercrafted
(alchemist's supplies) into a Potion of Clear Thought. A creature that
drinks the potion has its Intelligence score increase by 2, as well as its
maximum for that score. A creature can't benefit from this potion more
than once.
1 Spellcasting Component Pouch
2d4 Books (useless)
2d4 Skill Books. Contain knowledge concerning a certain skill and topic
that the Blue Abishai was interested in. For example: Arcana (Tomes of
Infernal Magic). Using the book for 5 minutes is equivalent on rolling a
15 on the related skill.

D | Devil (Black Abishai) - Devil


(Green Abishai)
20
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Wizards of the Coast. ©Wizards of the Coast LLC.
Red Abishai (19) White Abishai (6)
Fiend (religion) Fiend (religion)

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.

D | Devil (Red Abishai) - Devil


(White Abishai)
21
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1 Lightning Flail. Acts as a magic flail that deals an additional 9 (2d8)
Amnizu (18) lightning damage on a hit. Additionally, on a hit, one creature of the
Fiend (religion) wielder's choice within 10 feet of the target must make a DC 20
Dexterity saving throw, taking 9 (2d8) lightning damage on a failed
1 Taskmaster's Whip. Acts as a magic whip. On a hit, the target takes save, or half as much damage on a successful one.
an additional 16 (3d10) force damage. 1 Thunder Cannon. Acts as a siege weapon with 18 AC and 75 hit
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet points. It takes one action to load the cannon, one action to aim it, and
for 10 minutes. This darkvision is not impeded by magical darkness. one action to fire it. The Thunder cannon targets a point within 120 feet
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that of it. Each creature within 30 feet of that point must make a DC 20
provides this benefit once per day as an action. Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13
4d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure (2d12) thunder damage on a failed save, or half as much damage on a
after 1d10 days, unless the devil was killed by a good-aligned creature successful one.
with Bless cast upon it, or if the ichor is splashed with holy water. 4d4 Plates of Hellfire Shielding. Acts as a magical shield. 4 of these
2d4 Devil Claws. Acts as a magical dagger that deals fire damage can be mastercrafted (smith's tools) into Hellfire Engine Armor. The
instead of piercing damage. This damage ignores the fire resistance of armor is equivalent to plate armor, and the armor is immune to effects
demons. that would deteriorate or weaken it. Additionally, a creature wearing
2 Amnizu Wings. No immediate use. 2 can be crafted into a Cloak of the armor is immune to any spell or effect that would alter its form.
Betrayal, which requires attunement. When a creature within 60 feet of 4 Hellfire Wheels. A creature with a Strength score of 20 or higher can
the attuned creature makes an attack roll against it, and another creature use their action to roll the wheel in a straight line a distance equal to
is within the attack's range, the attacker must make a DC 19 Wisdom their speed. The wheel stops at the end of this move, or if it hits an
saving throw. On a failed save, the attacker must target the creature that object or creature that is Huge or larger. During this move, it can enter
is closest to it, not including the attuned creature or itself. If multiple Large or smaller creatures' spaces. A creature whose space the hellfire
creatures are closest, the attacker chooses which one to target. If the wheel enters must make a DC 18 Dexterity saving throw. On a
saving throw is successful, the attacker is immune to this ability for 24 successful save, the creature is pushed 5 feet to the nearest space out of
hours. the hellfire wheel's path. On a failed save, the creature falls prone and
1 Amnizu Scepter. A creature holding the scepter can target one takes 28 (8d6) bludgeoning damage. If the hellfire wheel stops in the
creature it can see within 60 feet of them. The target must succeed on a prone creature's space, the creature is also restrained until it's no longer
DC 18 Intelligence saving throw or become stunned for l minute. A in the same space as the hellfire wheel. While restrained in this way,
stunned creature repeats the saving throw at the end of each of its turns, the creature, or another creature within 5 feet of it, can make a DC 18
ending the effect on itself on a success. If the target is stunned for the Strength check. On a success, the creature is shunted to an unoccupied
full minute, it forgets everything it sensed, experienced, and learned space of its choice within 5 feet of the hellfire wheel and is no longer
during the last 5 hours. Once this property has been used, it cannot be restrained.
used again until the next dawn. 1 Heart of the Hellfire Engine. The Heart has AC 10 and 55 hit
1 Amnizu Robes. Requires attunement. A creature attuned to the robes points. If a creature deals at least 13 bludgeoning damage to the Heart
gains telepathy out to 1,000 feet. While communicating in this way, a with a single spell or attack, the Heart starts like an engine. The Heart
creature cannot make a purposefully false statement, as if under the does not start if the attack reduces the Heart to 0 hit points. Each
effect of a Zone of Truth spell creature within 20 feet of the Heart when it starts must make a DC 20
2d4 Bones of the Amnizu. No immediate use. Can be carefully crafted Dexterity saving throw, taking 22 (5d8) lightning damage on a failed
(alchemist's supplies) into a Mindrot Poison. A creature that ingests this save, or half as much damage on a successful one. If this damage kills a
poison must succeed on a DC 19 Wisdom saving throw or take 26 creature, the creature's soul rises from the River Styx as a lemure in
(4d12) necrotic damage and be blinded until the end of their next turn. Avernus in 1d4 hours. If the creature isn't revived before then, only a
1 Heart of the Amnizu. No immediate use. Can be mastercrafted by a Wish spell or killing the lemure and casting True Resurrection on the
spellcaster (enchantment) into a Domination Amulet, which requires creature's original body can restore it to life. Constructs and devils are
attunement and has 10 charges. An attuned creature can use an action immune to this effect. After the Heart is reduced to 0 hit points, the
to expend 1 or more charges from the amulet to cast one of the Heart becomes non-functional.
following spells from it (Save DC 19): Charm Person (1 charge),
Command (1 charge), Dominate Person (5 charges), or Dominate Merregon (4)
Monster (8 charges). The amulet regains 1d6+4 expended charges daily Fiend (religion)
at dawn. If the last charge is used, roll a d20. On a 1, the amulet
dissolves into the waters of the River Styx, casting Feeblemind (Save 1 Hellforged Halberd. This halberd is immune to effects that would
DC 19) on the attuned creature. deteriorate or weaken it. The weapon can be destroyed with a DC 20
2 Hands of the Amnizu. Can be used as an improvised melee weapon. Strength check.
On a hit, a target takes 44 (8d10) necrotic damage. The hand then loses 1 Hellforged Crossbow. This crossbow is immune to effects that would
this property. The hand can also be used as an arcane focus whether or deteriorate or weaken it. The weapon can be destroyed with a DC 20
not it has dealt damage. Strength check.
1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60
Hellfire Engine (16) feet for 10 minutes. This darkvision is not impeded by magical
Fiend (religion) darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or
circlet that provides this benefit once per day as an action.
3d4 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.
2d4 Vials of Acidic Flame. Acts as a Vial of Acid, dealing 11 (2d10)
fire damage plus 18 (4d8) acid damage on a hit.

D | Devil (Amnizu) - Devil


(Merregon)
22
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Wizards of the Coast. ©Wizards of the Coast LLC.
Narzugon (13) Nupperibo (1/2)
Fiend (religion) Fiend (religion)

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 (Narzugon) - Devil


(Nupperibo)
23
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Wizards of the Coast. ©Wizards of the Coast LLC.
Orthon (10) # Bolt Effect

Fiend (religion) The target must make a DC 17


Note. If the Orthon triggers its Explosive retribution, only the Hellish
Constitution saving throw, taking an
Ichor can be harvested. 1 Acid additional 17 (5d6) acid damage on a
failed save, or half as much damage on a
1 Infernal Dagger. On a hit, the target must make a DC 17 Constitution successful one.
saving throw, taking 11 (2d10) poison damage on a failed save, or half
The target takes 5 (1d10) radiant
as much damage on a successful one. On a failure, the target is also
damage. In addition, the target and all
poisoned for 1 minute. The poisoned target can repeat the saving throw
other creatures within 20 feet of it must
at the end of each of its turns, ending the effect on itself on a success. 2 Blindness
each make a successful DC 17 Dexterity
1 Brass Crossbow. This crossbow is immune to effects that would
saving throw or be blinded until the end
deteriorate or weaken it. The weapon can be destroyed with a DC 20
of the crossbow user's next turn.
Strength check.
1 Set of Hellforged Half Plate Armor. This armor is immune to The target and each creature within 20
effects that would deteriorate or weaken it. feet of it must make a DC 17
1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 Constitution saving throw, taking 13
feet for 10 minutes. This darkvision is not impeded by magical 3 Concussion
(2d12) thunder damage on a failed save,
darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or or half as much damage on a successful
circlet that provides this benefit once per day as an action. one.
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 The target must make a successful DC
with Bless cast upon it, or if the ichor is splashed with holy water. 17 Dexterity saving throw or be
1d4 Devil Claws. Acts as a magical dagger that deals fire damage restrained for l hour by strands of sticky
instead of piercing damage. This damage ignores the fire resistance of webbing. A restrained creature can
demons. escape by using an action to make a
3d4 Magic Bolts. These bolts contain magical properties when fired 4 Entanglement successful DC 17 Dexterity or Strength
from a crossbow. The number of bolts obtained determines their check. Any creature other than an orthon
properties: that touches the restrained creature
must make a successful DC 17 Dexterity
saving throw or become similarly
restrained.
The target takes 22 (4d10) lightning
damage and must make a successful DC
17 Constitution saving throw or be
5 Paralysis 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.
For the next 24 hours, the crossbow user
knows the direction and distance to the
target, as long as it's on the same plane
6 Tracking
of existence. If the target is on a different
plane, the crossbow user knows which
one, but not the exact location there.
7 Acid See above.
8 Blindness See above.
9 Concussion See above.
10 Entanglement See above.
11 Paralysis See above.
12 Tracking See above.

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

D | Archdevil (Bael) - Archdevil


(Geryon)
25
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Wizards of the Coast. ©Wizards of the Coast LLC.
Hutijin (21) Moloch (21)
Fiend (religion) Fiend (religion)

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.

D | Archdevil (Hutijin) - Archdevil


(Moloch)
26
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4d4 Flaming Feathers of Zariel. Acts as a Holy Symbol of Asmodeus.
Titivilus (16) They deal 1d4 fire damage to any creature that touches them that isn't
Fiend (religion) lawful evil, but no more than once per round. Each can replace 500 GP
of diamonds for the material component of a Resurrection or True
2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet Resurrection spell.
for 10 minutes. This darkvision is not impeded by magical darkness. 1 Archduke of Hell's Heart. A creature holding the heart can destroy it
Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that as an action to cast the Wish spell. Once a creature uses the heart in this
provides this benefit once per day as an action. way, its soul is bound to the Nine Hells upon its death.
5d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure 2 Hands of Zariel. Can be used as an improvised melee weapon. On a
after 1d10 days, unless the devil was killed by a good-aligned creature hit, the target takes 44 (8d10) necrotic damage, and the target is
with Bless cast upon it, or if the ichor is splashed with holy water. poisoned for 1 minute. While poisoned in this way, the target is also
2d4 Devil Claws. Acts as a magical dagger that deals fire damage blinded and deafened. The target can repeat the saving throw at the end
instead of piercing damage. This damage ignores the fire resistance of of each of its turns, ending the effect on itself on a success. Once the
demons. hand has dealt damage, it becomes nonmagical.
1 Titivilus's Silver Sword. Acts as a magic longsword that deals an 1 Head of Zariel. The head continually whispers prayers of blood and
additional 3d10 necrotic damage on a hit. If the target is a creature, its vengeance. The creature who killed Zariel can always hear these
hit point maximum is reduced by an amount equal to half the necrotic prayers, no matter what distance they are from the head or what
damage it takes. measures are taken to stop the sound. After 1d6 days, a Pit Fiend
1 Tongue of Titivilus. Requires attunement. A creature attuned to the arrives at the killer's location to collect the head. If they do not have the
Tongue can cast Fear and Charm Person (save DC 21) using the head, the Pit Fiend will become hostile. If killed, another will come in
tongue. Once each spell has been cast three times, that spell can't be 1d6 days. If the killer has the head and gives it to the Pit Fiend, the Pit
cast again until the next dawn. Additionally, the attuned creature can Fiend returns to the Nine Hells to resurrect Zariel. Looking into the
cause their voice to emanate from any point within 60 feet of them. eyes of the head causes an epileptic fit of terror (as the spell Tasha's
1 Duke of Hell's Heart. A creature holding the heart can destroy it as Hideous Laughter but without the opportunity to save and end the
an action. The creature may cast any spell of 8th level or lower. No effect) in any creature that isn't a devil. The fit lasts 1d4 hours and
additional time or material components are required, the spell simply cannot be stopped except by a Wish spell or divine intervention. A
takes effect. Once a creature uses the heart in this way, its soul is bound creature may make a DC 25 Wisdom saving throw to avert its gaze
to the Nine Hells upon its death. before looking directly into the eyes. The head can be traded for a
2 Horns of an Archdevil. Acts as a magic shortsword. Can be major boon from an angel of Mount Celestia. It can be used as a Holy
mastercrafted (alchemist's supplies) into a Potion of Infernal Symbol and will double the effect of any hit points healed or damage
Regeneration. For 1 minute, the user regains 20 hit points at the start of dealt by a cleric spell cast by a cleric that worships Asmodeus. If the
their turn. If the creature takes radiant damage, the potion doesn't head is buried under a castle, the walls of that castle gain immunity to
function at the start of their next turn. For the duration of the potion's any damage dealt by any non-devil creature.
effect, the creature cannot lie, as if they were under the effect of a Zone 1 Fallen Angel's Sash. Requires attunement. An attuned creature can
of Truth. cast Create Undead once per day. If the sash is wrapped around a
2 Wings of Titivilus. Acts as a blanket. 2 of these can be mastercrafted corpse or other remains, the creature can be communicated with as if
(leatherworker's tools) into a Cloak of Invisibility. affected by a Speak with Dead spell.
Zariel (26) 2d4 Vials of Fallen Angel Blood. When ingested, a creature must
succeed on a DC 26 Constitution saving throw or take 22 (4d10) fire
Fiend (religion) damage.
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.
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
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
instead of piercing damage. This damage ignores the fire resistance of
demons.
1 Zariel's Longsword. Acts as a magical longsword that deals an
additional 8d8 fire damage upon a hit. If wielded by a creature that isn't
lawful evil, on a critical failure the weapon fuses to their body,
triggering a horrific transformation that cannot be stopped except by a
Wish spell. The creature transforms into Zariel if she is dead, or a Pit
Fiend in service to Zariel otherwise. The transformation takes 1d10
minutes, and kills the original creature.
1d4 Infernal Javelins. These javelins are immune to effects that would
deteriorate or weaken it. The weapons can be destroyed with a DC 20
Strength check.
3 Horns of an Archdevil. Acts as a magic shortsword. Can be
mastercrafted (alchemist's supplies) into a Potion of Infernal
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. D | Archdevil (Titivilus) - Archdevil
(Zariel)
27
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Wizards of the Coast. ©Wizards of the Coast LLC.
Drow Favored Consort (18)
Drow Humanoid (survival)
Drow Arachnomancer (13)
2 Drow Scimitars. Becomes tattered when exposed to sunlight. After 8
Humanoid (survival) hours in sunlight, it rusts away to nothing.
1 Drow Hand Crossbow. Becomes tattered when exposed to sunlight.
1 Set of Drow Studded Leather. Becomes tattered when exposed to
After 8 hours in sunlight, it rusts away to nothing.
sunlight. After 8 hours in sunlight, it rusts away to nothing.
2d4 Vials of Drow Poison. Can be applied to a weapon or piece of
2d4 Vials of Drow Poison. Can be applied to a weapon or piece of
ammunition as an action. A creature hit by the poisoned weapon or
ammunition as an action. A creature hit by the poisoned weapon or
ammunition must make a DC 13 Constitution saving throw or be
ammunition must make a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
also unconscious while poisoned in this way. The target wakes up if it
also unconscious while poisoned in this way. The target wakes up if it
takes damage or if another creature takes an action to shake it awake.
takes damage or if another creature takes an action to shake it awake.
3d4 Healing Potions
1d4 Healing Potions
1 Arcane Focus (decays in sunlight)
1 Arcane Focus (decays in sunlight)
1 Spellbook
2d4 Books (useless, decay in sunlight)
2 Flasks of Alchemist's Fire
1 Tome of Lolth. Requires attunement. The attuned creature can use a
2d4 Books (useless, decay in sunlight)
bonus action to magically Polymorph into a giant spider, as if it had
1 Devoted Amulet of Lolth. Signifies a Drow's position in their
cast the spell upon itself. Once used, this ability cannot be used again
society. High-ranking Drow wear them proudly, and fakes are difficult
until the next dawn. Curse. While a creature is attuned to the amulet,
to manufacture and easy to spot due to the rare Black Pearls set into the
they must make a DC 15 Charisma saving throw at the end of each
real ones. Worth 500 gp and grants advantage on Charisma checks
long rest and when they use the amulet's ability. This saving throw is
made to integrate into the upper echelons of Drow society.
rolled with disadvantage if made due to the amulet's ability. On a failed
1d4 Skill Books. Contain knowledge concerning a certain skill and topic
save, a vision of Lolth (an illusion without stats) appears to the attuned
that the Consort was interested in. For example: History (Drow
creature, offering demonic power in exchange for servitude. If she is
Houses). Using the book for 5 minutes is equivalent on rolling a 15 on
turned down, Lolth becomes an enemy of the creature for the rest of
the related skill
their mortal life. If her offer is accepted, the character's next level must
1 Book of Secrets. Contains highly classified information about the
be a level in the Warlock Class, using the Fiend Patron subclass.
house the consort serves, written from the consort's perspective. The
1 Demon Heart. While holding the heart, it can be used to cast Plane
consort could have been using this information as insurance against the
Shift as a ritual. Only the creature holding the heart may shift. This
house, or as part of a plot to overthrow someone in the house. In the
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer
right hands, it is invaluable.
is shifted to The Demonwebs of Lolth in the Abyss instead of the
1 Keepsake. A trinket or letter revealing the Consort's true ambitions or
intended destination.
reason for their work
1 Devoted Amulet of Lolth. Signifies a Drow's position in their
society. High-ranking Drow wear them proudly, and fakes are difficult Drow House Captain (9)
to manufacture and easy to spot due to the rare Black Pearls set into the
Humanoid (survival)
real ones. Worth 500 gp and grants advantage on Charisma checks
made to integrate into the upper echelons of Drow society. 2 Drow Scimitars. Becomes tattered when exposed to sunlight. After 8
1 Set of Holy Robes of Lolth. Becomes tattered when exposed to hours in sunlight, it rusts away to nothing.
sunlight. After 8 hours in sunlight, fades away to nothing. Wearing 1 Drow Hand Crossbow. Becomes tattered when exposed to sunlight.
these marks a creature as one of Lolth's favored, and grants the creature After 8 hours in sunlight, it rusts away to nothing.
the right to own slaves in Drow society. Creatures who own slaves that 1 Drow Whip. Becomes tattered when exposed to sunlight. After 8
do not wear these robes are singled out for suspicion by Drow sentries. hours in sunlight, it rusts away to nothing.
2 Hands of the Arachnomancer. Acts as an improvised melee weapon. 1d4 Vials of Drow Poison. Can be applied to a weapon or piece of
On a hit, the target takes 28 poison damage, then the hand loses this ammunition as an action. A creature hit by the poisoned weapon or
ability and becomes a mundane Drow hand. ammunition must make a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
also unconscious while poisoned in this way. The target wakes up if it
takes damage or if another creature takes an action to shake it awake.
1 Set of Drow Chain Mail. Becomes tattered when exposed to
sunlight. After 8 hours in sunlight, it rusts away to nothing.
1 House Crest. Displays the symbol of a wealthy Drow household who
this Drow served, and grants advantage on Charisma (Deception)
checks made to convince others the holder of the crest is associated
with the Drow household.
1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be
used to prove the identity of the foe.
1 Keepsake. A trinket or letter revealing the House Captain's true
ambitions or reason for their work

D | Drow Arachnomancer - Drow


House Captain
28
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Wizards of the Coast. ©Wizards of the Coast LLC.
Drow Inquisitor (14) 1 Tentacle Rod. DMG pg. 208
3d4 Vials of Drow Poison. Can be applied to a weapon or piece of
Humanoid (survival) ammunition as an action. A creature hit by the poisoned weapon or
ammunition must make a DC 13 Constitution saving throw or be
1 Death Lance. Acts as a lance that deals an additional 2d8 necrotic poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
damage on a hit. The target's hit point maximum is reduced by an
also unconscious while poisoned in this way. The target wakes up if it
amount equal to the necrotic damage it takes. This reduction lasts until
takes damage or if another creature takes an action to shake it awake.
the target finishes a long rest. The target dies if its hit point maximum 1 House Crest. Displays the symbol of a wealthy Drow household who
is reduced to 0.
this Drow served, and grants advantage on Charisma (Deception)
1 Drow Breastplate. Becomes tattered when exposed to sunlight. After
checks made to convince others the holder of the crest is associated
8 hours in sunlight, it rusts away to nothing.
with the Drow household.
3d4 Vials of Drow Poison. Can be applied to a weapon or piece of
1 Devoted Amulet of Lolth. Signifies a Drow's position in their
ammunition as an action. A creature hit by the poisoned weapon or society. High-ranking Drow wear them proudly, and fakes are difficult
ammunition must make a DC 13 Constitution saving throw or be
to manufacture and easy to spot due to the rare Black Pearls set into the
poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
real ones. Worth 500 gp and grants advantage on Charisma checks
also unconscious while poisoned in this way. The target wakes up if it made to integrate into the upper echelons of Drow society.
takes damage or if another creature takes an action to shake it awake.
2 Sets of Holy Robes of Lolth. Becomes tattered when exposed to
1 Devoted Amulet of Lolth. Signifies a Drow's position in their
sunlight. After 8 hours in sunlight, fades away to nothing. Wearing
society. High-ranking Drow wear them proudly, and fakes are difficult
these marks a creature as one of Lolth's favored, and grants the creature
to manufacture and easy to spot due to the rare Black Pearls set into the
the right to own slaves in Drow society. Creatures who own slaves that
real ones. Worth 500 gp and grants advantage on Charisma checks do not wear these robes are singled out for suspicion by Drow sentries.
made to integrate into the upper echelons of Drow society.
1 Holy Symbol of Lolth
2 Sets of Holy Robes of Lolth. Becomes tattered when exposed to
1 Spellcasting Component Pouch. Contains a 100 gp glass eye, a 250
sunlight. After 8 hours in sunlight, fades away to nothing. Wearing gp forked metal rod attuned to Lolth's Demonwebs plane, an 1000 gp
these marks a creature as one of Lolth's favored, and grants the creature
reliquary holding a sacred relic of Lolth, a 5000 gp diamond, and
the right to own slaves in Drow society. Creatures who own slaves that
various other spellcasting components.
do not wear these robes are singled out for suspicion by Drow sentries.
2 Keepsakes. A trinket or letter revealing the Matron Mother's true
1 Holy Symbol of Lolth.
ambitions or reason for their work
1 Spellcasting Component Pouch. 1 Book of Secrets. Contains highly classified information about the
3d4 Trophies of Torture. The DM can choose loot from other NPCs for
house the matron serves, written from the matron's perspective. The
each trophy, or simply use trinkets. Most trophies will be of little value
consort could have been using this information as insurance against
to anyone aside from the Inquisitor, but might be used to determine rebellion, or as part of a plot to overthrow someone in the house. In the
who the Inquisitor's victims were.
right hands, it is invaluable.
1 House Crest. Displays the symbol of a wealthy Drow household who
2d4 Exquisite Jewelry. Necklaces, earrings, or rings. Each is worth at
this Drow served, and grants advantage on Charisma (Deception)
least 1,000 GP.
checks made to convince others the holder of the crest is associated
1 Tiara of the Matron Mother. Signifies the highest ranking of the
with the Drow household. Drow. The Matron Mothers are well-known throughout Drow society,
Drow Matron Mother (20) and anyone who holds the crown and doesn't appear to be a Matron
Mother immediately draws the hostility of any Drow they encounter. A
Humanoid (survival) creature disguised as a Matron Mother without a Tiara has
disadvantage on Charisma checks made to deceive Drow of their
1 Set of Drow Half Plate Armor. Becomes tattered when exposed to
identity. If a creature appears exactly the same as a Matron Mother and
sunlight. After 8 hours in sunlight, it rusts away to nothing.
is wearing the Tiara, they gain advantage on all Charisma checks made
1 Demon Staff. Acts as a magic quarterstaff that deals an additional 4d6
towards Drow.
psychic damage on a hit and requires attunement. on a hit, a target must
1d4 Drow Tribute. These trinkets and baubles are gifts to the Matron
succeed on a DC 19 Wisdom saving throw or become frightened of the
Mother. Each is worth at least 5,000 gp, and they might include rare
attuned creature for 1 minute. The frightened target can repeat the
gems or magic items.
saving throw at the end of each of its turns, ending the effect on itself
1 Seal of the Matron Mother. Corresponds to a particular Retriever
on a success. The attuned creature can use its action to magically
controlled by the Matron Mother's house. The Seal can be activated by
summon a yochlol. The yochlol appears in an unoccupied space within
a Drow wearing the Tiara of the Matron Mother by speaking a secret
60 feet of its summoner, acts as an ally of its summoner, and can't
word, usually found in the Matron Mother's Book of Secrets. The
summon other demons. It remains for 10 minutes, until it or its
Retriever will follow any order related to retrieving an item or creature
summoner dies, or until its summoner dismisses it as an action. The
located in the Abyss. If the Retriever is sent to the lair of a Demon Lord
attuned creature can use a bonus action to bestow the Spider Queen's
or if it runs into a powerful demon on its journey (25% chance), it does
blessing on one ally they can see within 30 feet of her. The ally takes
not return and the seal becomes nonmagical. Otherwise, the Retriever
2d6 psychic damage but has advantage on the next attack roll it makes
returns with the item or creature in 1d4 weeks.
until the end of its next turn. Curse. While a creature is attuned to the
staff, they must make a DC 19 Charisma saving throw at the end of
each long rest and when they use the staff to summon a yochlol or
bestow the Spider Queen's blessing. This saving throw is rolled with
disadvantage if made due to the staff's abilities. On a failed save, a
vision of Lolth (an illusion without stats) appears to the attuned
creature, offering demonic power in exchange for servitude. If she is
turned down, Lolth casts Inflict Wounds (+11 to hit) at 3rd level
targeting the attuned creature, then vanishes. If her offer is accepted,
the character's next level must be a level in the Cleric Class, using the
Trickery Domain subclass.
D | Drow Inquisitor - Drow Matron
Mother
29
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Wizards of the Coast. ©Wizards of the Coast LLC.
1 Duergar Despot Engine. The Engine has AC 10 and 50 hit points. If
Drow Shadowblade (11) a creature deals at least 10 psychic damage to the Engine with a single
Humanoid (survival) spell or attack, the Engine starts. Each creature within 5 feet of the
engine takes 14 (4d6) psychic damage. If the attack reduces the Engine
1 Set of Drow Studded Leather. Becomes tattered when exposed to to 0 hit points, the effect does not trigger and the engine becomes non-
sunlight. After 8 hours in sunlight, it rusts away to nothing. functional.
1 Shadow Sword Hilt. Requires attunement. An attuned creature can 1d8 Duergar Fingers. No immediate use. Acts as a trophy among
cast Shadow Blade (XGtE pg. 164) as 2nd level. Once the spell has Underdark hunters and adventurers.
been cast three times, it can't be cast again until the next dawn. Curse. 1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be
The attuned creature is possessed by a Shadow Demon. Only a carefully crafted (alchemist’s supplies) into a Potion of Growth, or
Banishment spell or similar magic can end this attunement. The attuned mastercrafted (alchemist’s supplies) into a Potion of Invisibility.
creature has disadvantage on attack rolls, as well as Wisdom 1 Duergar Despot's Helm. A creature with an Intelligence score of 15
(Perception) checks that rely on sight, while it or the object it is or higher can use the helm to ease the burden of metal armor by
attacking or perceiving is in sunlight. attuning to the helm. An attuned creature gains proficiency in heavy
1 Drow Hand Crossbow. Becomes tattered when exposed to sunlight. armor while their Intelligence score remains 15 or higher.
After 8 hours in sunlight, it rusts away to nothing. 2d4 Slave Shackles
2d4 Vials of Drow Poison. Can be applied to a weapon or piece of
ammunition as an action. A creature hit by the poisoned weapon or Duergar Hammerer (2)
ammunition must make a DC 13 Constitution saving throw or be Construct (arcana)
poisoned for 1 hour. If the saving throw fails by 5 or more, the target is
also unconscious while poisoned in this way. The target wakes up if it 1 Excavation Claw. Acts as a handaxe that deals double damage to
takes damage or if another creature takes an action to shake it awake. objects and structures.
1 Vial of Foul Ichor. No immediate use. Can be mastercrafted 1 Siege Hammer. Acts as a maul that deals double damage to objects
(alchemist’s supplies) into a potion of poison immunity. When and structures.
consumed, grants immunity to poison damage and the poisoned 1d8 Duergar Fingers. No immediate use. Acts as a trophy among
condition for 1 hour, and heals any poisons currently affecting the Underdark hunters and adventurers.
creature.
2d4 Shadow Claws. Acts as a dagger +1 that deals psychic damage
Duergar Kavalrachni (2)
instead of piercing damage. The dagger is destroyed when exposed to Humanoid (survival)
sunlight.
1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s 1 Set of Tattered Scale Mail
supplies) into a Potion of Invisibility or an Oil of Etherealness. 1 Tattered Shield
1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be 1 Tattered War Pick
used to prove the identity of the foe. 1 Tattered Heavy Crossbow
1 Keepsake. A trinket or letter revealing the Shadowblade's true 1d8 Duergar Fingers. No immediate use. Acts as a trophy among
ambitions or reason for their work Underdark hunters and adventurers.
1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be
Duergar carefully crafted (alchemist’s supplies) into a Potion of Growth, or
mastercrafted (alchemist’s supplies) into a Potion of Invisibility.
Duergar Despot (12) Duergar Mind Master (2)
Humanoid (survival)
Humanoid (survival)
2 Duergar Despot's Iron Fist. Acts as an iron gauntlet, allowing a
1 Set of Tattered Leather Armor
creature wearing the gauntlet to make unarmed strikes that deal 1d8
1 Mind-Poison Dagger. Acts as a dagger that deals an additional 1d6
bludgeoning damage. The creature must be proficient in heavy armor
psychic damage on a hit.
to use the gauntlet in this way. If the target is Large or smaller, it must
1d8 Duergar Fingers. No immediate use. Acts as a trophy among
succeed on a Strength saving throw (the DC for which is the gauntlet
Underdark hunters and adventurers.
wearer's Strength modifier + their proficiency bonus + 8) or be
knocked up to 10 feet away in a straight line. The target then takes 1d6 Duergar Screamer (3)
bludgeoning damage.
Humanoid (survival)
2 Duergar Despot's Stomping Foot. Acts as an iron boot, allowing a
creature wearing the gauntlet to make unarmed strikes that deal 1d8 1 Tattered Drill. Acts as a lance that deals double damage to objects and
bludgeoning damage. The creature must be proficient in heavy armor structures.
to use the boot in this way. A prone target takes an additional 1d8 1d8 Duergar Fingers. No immediate use. Acts as a trophy among
bludgeoning damage on a hit. Underdark hunters and adventurers.
1 Flame Jet. A creature holding the Jet can activate it using an action. 1 Duergar Screamer Head. Marks the holder as an enemy of the
The Jet spews flames in a line 100 feet long and 5 feet wide. Each Duergar. The Head has AC 10 and 5 hit points. If a creature deals at
creature in the line must make a DC 16 Dexterity saving throw, taking least 3 lightning damage to the Head with a single spell or attack, the
18 (4d8) fire damage on a failed save, or half as much on a successful Head convulses and screams. Each creature within 5 feet of the engine
one. The Jet then loses this ability. must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder
1 Duergar Despot's Outer Shell. Acts as +3 Plate Armor that only fits damage and be knocked prone. If the attack reduces the Head to 0 hit
dwarves. While worn, a creature's dexterity score is reduced to 5, and points, the effect does not trigger and the Head becomes non-
they make Constitution and Strength checks with disadvantage. functional.

D | Drow Shadowblade - Duergar


Screamer
30
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.
Duergar Soulblade (1) Duergar Xarrorn (2)
Humanoid (survival) Humanoid (survival)

1 Set of Tattered Leather Armor 1 Set of Tattered Plate Armor


1 Duergar Soulblade Head. Marks the holder as an enemy of the 1 Fire Lance. Acts as a lance that deals an additional 1d6 fire damage on
Duergar. The Head has AC 10 and 5 hit points. If a creature deals at a hit. A creature can discharge the lance's fire reserves to cast Burning
least 3 lightning damage to the Head with a single spell or attack, the Hands (Save DC 12) from the lance. Once the spell is cast, the lance
Head manifests a soulblade and attacks a random target within 5 feet of becomes a mundane lance until a vial of Alchemist's Fire is emptied
the head. The attack has +5 to hit and deals 6 (1d6+3) force damage on into it.
a hit. If the lightning damage reduces the Head to 0 hit points, the 1d8 Duergar Fingers. No immediate use. Acts as a trophy among
effect does not trigger and the Head becomes non-functional. Underdark hunters and adventurers.
1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be
Duergar Stone Guard (2) carefully crafted (alchemist’s supplies) into a Potion of Growth, or
Humanoid (survival) mastercrafted (alchemist’s supplies) into a Potion of Invisibility.

1 Set of Tattered Chain Mail


1 Tattered Shield
1 Duergar King's Knife. Acts as a shortsword. Denotes the wielder as
a member of the Stone Guard, granting advantage on Charisma checks
made to convince others the wielder is a member of the organization.
1d4 Javelins
1d8 Duergar Fingers. No immediate use. Acts as a trophy among
Underdark hunters and adventurers.
1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be
carefully crafted (alchemist’s supplies) into a Potion of Growth, or
mastercrafted (alchemist’s supplies) into a Potion of Invisibility.

Duergar Warlord (6)


Humanoid (survival)

1 Set of Tattered Plate Armor


1 Tattered Shield
1 Psychic-Attuned Hammer. Acts as a warhammer that deals an
additional 1d10 psychic damage on a hit.
1d4 Javelins
1d8 Duergar Fingers. No immediate use. Acts as a trophy among
Underdark hunters and adventurers.
1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be
carefully crafted (alchemist’s supplies) into a Potion of Growth, or
mastercrafted (alchemist’s supplies) into a Potion of Invisibility.
1 Duergar Warlord's Crown. A creature that looks like a Duergar and
is wearing the crown has advantage on Charisma checks made to
influence Duergar. The creature can use their action to issue a Duergar
call to action, allowing up to 3 allied Duergar within 120 feet of them
to use each of their reactions to make one weapon attack. Once used
three times, the crown can't be used this way again until the next dawn.
1d4 Slave Shackles
1 Duergar Warlord's Scepter. Requires attunement. An attuned
creature can use their action to mentally assist an ally they can see. The
ally takes 1d6 psychic damage, and can roll a d6 and add the number to
any d20 roll they are making on their turn. A creature immune to
psychic damage cannot benefit from this effect.

D | Duergar Soulblade - Duergar


Xarrorn
31
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.
3d4 Autumn Eladrin Leaves. No immediate use. Can be mastercrafted
Eidolon (12) (alchemist's supplies) into a Potion of Autumn Eladrin Essence. For 1
minute, any non-eladrin creature that starts its turn within 60 feet of the
Undead (religion)
user must make a DC 16 Wisdom saving throw. On a failed save, the
4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s creature becomes charmed by the user for the duration of the potion's
supplies) into a Potion of Invisibility or an Oil of Etherealness. effect. On a successful save, the creature becomes immune to this
2d4 Pinches of Spirit Dust. Acts as Dust of Disappearance. effect for 24 hours. Whenever the user deals damage to the charmed
2 Eidolon Eyes. A creature holding the eye can activate it by spending a creature, the creature can repeat the saving throw, ending the effect on
Cleric or Paladin spell slot. Each creature within 60 feet of the eye that itself on a success.
can see it must succeed on a Wisdom saving throw or be frightened of Spring Eladrin (10)
it for one minute. The DC for the saving throw is equal to 10 + the
Humanoid (survival)
level of the spell slot expended. While frightened in this way, a creature
must take the Dash action and move away from the eye by the safest
1 Spring Longsword. Acts as a magical longsword that deals 1d8
available route at the start of each of its turns, unless there is nowhere psychic damage on a hit instead of its normal damage. A creature
for it to move, in which case the creature also becomes stunned until it
struck by this weapon must succeed on a DC 16 Wisdom saving throw
can move again. A frightened target can repeat the saving throw at the or be charmed by the wielder of the sword for 1 minute. The creature
end of each of its turns, ending the effect on itself on a success. Once can repeat the saving throw at the end of their turn or whenever they
used in this manner, the eye becomes nonmagical.
take damage to end the effect.
Sacred Statue (-) 1 Spring Longbow. Acts as a magical longbow that deals 1d8 psychic
damage on a hit instead of its normal damage. A creature struck by this
Construct (arcana) weapon must succeed on a DC 16 Wisdom saving throw or be charmed
by the wielder of the bow for 1 minute. The creature can repeat the
4d6 Hallowed Stones. Any number of stones can be carried by a single
saving throw at the end of their turn or whenever they take damage to
creature, but a creature can only be attuned to a single stone at a time.
end the effect.
If a creature attuned to the stone is affected by a curse or possessed by
4d4 Strands of Hair from an Spring Eladrin. A creature can tie the
a creature, the curse/possession targets the stone instead of the creature.
string around the finger of a charmed, willing, or incapacitated creature
The attunement immediately ends, and the stone loses the ability to
while speaking to them to cast Suggestion (save DC 16) on the
attune to a new creature. If the stone becomes possessed by a creature,
creature. The spell's duration is now as long as the hair remains tied
the creature can end its possession of the stone normally. Can be
around the creature's finger. Removing the strand breaks it. 10
mastercrafted by a spellcaster (abjuration) into a pair of Dimensional
unbroken strands can be mastercrafted (weaver's tools) into a
Shackles.
bowstring. A creature struck by an arrow shot from a bow strung with

Eladrin this bowstring takes no damage and is subject to a Confusion (save DC


16) spell.
1 Set of Eladrin Armor. Acts as magical breastplate armor that requires
Autumn Eladrin (10) attunement. An attuned creature can cast Misty Step as a bonus action.
Humanoid (survival) Once they have used this ability three times, it can't be used again until
the next dawn.
1 Autumn Longsword. Acts as a magical longsword that deals 2d8 3d4 Spring Eladrin Flowers. No immediate use. Can be mastercrafted
psychic damage on a hit instead of its normal damage. If this damage (alchemist's supplies) into a Potion of Spring Eladrin Essence. For 1
would reduce a creature to 0 hit points, that creature is unconscious and minute, any non-eladrin creature that starts its turn within 60 feet of the
stable. user must make a DC 16 Wisdom saving throw. On a failed save, the
1 Autumn Longbow. Acts as a magical longbow that deals 2d8 psychic creature becomes charmed by the user for the duration of the potion's
damage on a hit instead of its normal damage. If this damage would effect. On a successful save, the creature becomes immune to this
reduce a creature to 0 hit points, that creature is unconscious and stable. effect for 24 hours. Whenever the user deals damage to the charmed
4d4 Strands of Hair from an Autumn Eladrin. A creature can wrap creature, it can repeat the saving throw, ending the effect on itself on a
a wound with a strand to cast Cure Wounds on a creature. This breaks success.
the strand. 10 unbroken strands can be mastercrafted (weaver's tools)
into a bowstring. A creature struck by an arrow shot from a bow strung
with this bowstring takes no damage and is subject to a Lesser
Restoration spell.
1 Set of Eladrin Armor. Acts as magical breastplate armor that requires
attunement. An attuned creature can cast Misty Step as a bonus action.
Once they have used this ability three times, it can't be used again until
the next dawn.

E | Eidolon - Eladrin (Spring)


32
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.
Summer Eladrin (10) Elder Elementals
Humanoid (survival)
Leviathan (20)
1 Summer Longsword. Acts as a magical longsword that deals 2d8 fire Elemental (arcana)
damage on a hit instead of its normal damage. If this damage would
reduce a creature to 0 hit points, that creature is instantly burnt to 10d2 Motes of Elemental Water. Appears as a small shard of ice that
ashes. glows with blue light. If covered in water or dropped in water, casts
1 Summer Longbow. Acts as a magical longbow that deals 2d8 fire Create Water, centered on the mote. Can be used as the material
damage on a hit instead of its normal damage. If this damage would component of a Commune spell to contact a deity in the Elemental
reduce a creature to 0 hit points, that creature is instantly burnt to Plane of Water. Using either of these abilities destroys the mote.
ashes. 4 Hearts of Waves. Identical to a Mote of Elemental Water, and can be
4d4 Strands of Hair from an Summer Eladrin. A creature can wrap used for the same purposes. In addition to its other properties, it can be
a strand around the hilt of a weapon. The next time the weapon would mastercrafted (conjuration) by a spellcaster into a portal to the
damage a creature, the attack automatically becomes a critical hit, and Elemental Plane of Water. The portal is stationary in the location it is
the strand breaks. 10 unbroken strands can be mastercrafted (weaver's crafted.
tools) into a bowstring. A creature struck by an arrow shot from a bow 2d6 Vial of Sea Foam. Appears to be normal foam, can be detected by
strung with this bowstring takes no damage and has disadvantage on its magic or if a search is performed to look for sea foam. Can be used as
next attack roll. the material component of a Conjure Elemental spell, which has its
1 Set of Eladrin Armor. Acts as magical breastplate armor that requires casting time reduced to 1 action but can only summon Water
attunement. An attuned creature can cast Misty Step as a bonus action. Elementals.
Once they have used this ability three times, it can't be used again until 1 Elder Heart of Water. Appears as a large hunk of glowing ice. If
the next dawn. placed in a body of water, it re-forms into the Leviathan in 1d4 hours.
3d4 Summer Eladrin Thistles. No immediate use. Can be The ice is incredibly cold , dealing 21 (6d6) ice damage to any creature
mastercrafted (alchemist's supplies) into a Potion of Summer Eladrin that touches it, though no more than once per round. A creature
Essence. For 1 minute, any non-eladrin creature that starts its turn touching the heart can use an action to create a Gate, as per the spell.
within 60 feet of the user must make a DC 16 Wisdom saving throw. The gate can lead to anywhere in the elemental plane of water. It
On a failed save, the creature becomes frightened of the user for the cannot draw creatures into it, but it is able to appear in areas within the
duration of the potion's effect. A creature can repeat the saving throw at plane that would normally be denied by a ruler of a deity or planar
the end of each of its turns, ending the effect on itself on a success. If a ruler. Once this power is used, it can't be used again for 7 days. The
creature's saving throw is successful or the effect ends for it, the heart can only be destroyed by bringing it to the elemental plane of fire
creature is immune to this effect for the next 24 hours. and allowing it to melt.
2d6 Leviathan Scales. Acts as a shield that requires attunement. An
Winter Eladrin (10) attuned creature gains resistance to acid and poison damage. An
Humanoid (survival) attuned creature can use their action while submerged in water to cast
Tidal Wave (XGtE pg. 168, save DC 15). Once the spell is cast, it can't
1 Winter Longsword. Acts as a magical longsword that deals no be cast again until the next dawn.
damage on a hit instead of its normal damage. Instead, when swung, 1d10 Leviathan Fangs. Acts as a magical longsword that deals double
the sword casts Gust of Wind in the direction of the attack. The spell damage to objects and structures. On a hit, both the target and the
lasts only for the duration of the wielder's turn. wielder take 1d10 acid damage (in addition to any other damage the
1 Winter Longbow. Acts as a magical longbow that deals no damage on
target would take).
a hit instead of its normal damage. Instead, when fired, the bow casts
Gust of Wind in the direction of the attack. The spell lasts only for the
duration of the wielder's turn.
4d4 Strands of Hair from an Winter Eladrin. A creature can break a
strand to cast Fog Cloud centered on themselves. 10 unbroken strands
can be mastercrafted (weaver's tools) into a bowstring. A creature
struck by an arrow shot from a bow strung with this bowstring takes no
damage, but must succeed on a DC 16 Constitution saving throw or
take 11 (2d10) cold damage.
1 Set of Eladrin Armor. Acts as magical breastplate armor that requires
attunement. An attuned creature can cast Misty Step as a bonus action.
Once they have used this ability three times, it can't be used again until
the next dawn.
3d4 Winter Eladrin Pine Needles. No immediate use. Can be
mastercrafted (alchemist's supplies) into a Potion of Winter Eladrin
Essence. For 1 minute, any non-eladrin creature that starts its turn
within 60 feet of the user must make a DC 13 Wisdom saving throw.
On a failed save, the creature becomes charmed by the user for the
duration of the potion's effect. While charmed in this way, the creature
has disadvantage on ability checks and saving throws. The charmed
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 this effect
for the next 24 hours. Whenever the user deals damage to the charmed
creature, it can repeat the saving throw, ending the effect on itself on a
success.
E | Eladrin (Summer) - Elder
Elemental (Leviathan)
33
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.
1 Elder Heart of Air. Appears as a large ball of pulsing electricity. If
Phoenix (16) placed in the area of a cloud, it re-forms into the Elder Tempest in 1d4
Elemental (arcana) hours. The ball is made of pure energy, dealing 21 (6d6) lightning
damage to any creature that touches it, though no more than once per
10d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If round. A creature touching the heart can use an action to create a Gate,
dropped into an open flame, casts Faerie Fire centered on the mote. as per the spell. The gate can lead to anywhere in the elemental plane
Can be used as the material component of a Commune spell to contact of air. It cannot draw creatures into it, but it is able to appear in areas
a deity in the Elemental Plane of Fire. Using either of these abilities within the plane that would normally be denied by a ruler of a deity or
destroys the mote. planar ruler. Once this power is used, it can't be used again for 7 days.
2 Hearts of Flame. Identical to a Mote of Elemental Fire, and can be The heart can only be destroyed by bringing it to the elemental plane of
used for the same purposes. In addition to its other properties, it can be earth and letting the energy dissipate into the ground.
mastercrafted (conjuration) by a spellcaster into a portal to the 3d4 Elder Tempest Feathers. No immediate use. Can be mastercrafted
Elemental Plane of Fire. The portal is stationary in the location it is by a spellcaster (transmutation) into Tempest Leather Armor, which
crafted. requires attunement. An attuned creature gains resistance to lightning
2d6 Puffs of Smoke. Appears to be normal smoke, can be detected by and poison damage. An attuned creature can use their action while
magic or if a search is performed to look for a wisp of smoke that does outdoors to cast Call Lightning (save DC 15). Once the spell is cast, it
not dissipate. Can be used as the material component of a Conjure can't be cast again until the next dawn.
Elemental spell, which has its casting time reduced to 1 action but can 3d6 Elder Tempest Fangs. Acts as a magical longsword that deals
only summon Fire Elementals. double damage to objects and structures. On a hit, both the target and
1 Elder Heart of Fire. Appears as an egg-shaped cinder. If placed in a the wielder take 1d10 lightning damage (in addition to any other
bonfire, it re-forms into the Phoenix in 1d4 hours. Otherwise, it re- damage the target would take).
forms into the Phoenix in 1d6 days. The cinder is blazing hot, dealing
21 (6d6) fire damage to any creature that touches it, though no more Zaratan (22)
than once per round. A creature touching the heart can use an action to Elemental (arcana)
create a Gate, as per the spell. The gate can lead to anywhere in the
elemental plane of fire. It cannot draw creatures into it, but it is able to 10d2 Motes of Elemental Earth. Appears as a rock that glows dimly.
appear in areas within the plane that would normally be denied by a If dropped or thrown to the ground as an improvised weapon, the
ruler of a deity or planar ruler. Once this power is used, it can't be used ground becomes mud as if it had cast Grease centered on the mote. Can
again for 7 days. The heart can only be destroyed by bringing it to the be used as the material component of a Commune spell to contact a
elemental plane of water and allowing it to fizzle out. deity in the Elemental Plane of Earth. Using either of these abilities
1d10 Phoenix Feathers. No immediate use. Can be mastercrafted by a destroys the mote.
spellcaster (transmutation) into Phoenix Leather Armor, which requires 4 Hearts of Stone. Identical to a Mote of Elemental Earth, and can be
attunement. An attuned creature gains resistance to fire and poison used for the same purposes. In addition to its other properties, it can be
damage. An attuned creature can use its action to cast Gaseous Form, mastercrafted (conjuration) by a spellcaster into a portal to the
but the form is fiery rather than gaseous. Any creature that touches or Elemental Plane of Earth. The portal is stationary in the location it is
enters the space of the fiery form takes 1d10 fire damage, though no crafted.
more than once per round. While in this form, a creature gains 2d6 Vials of Crystalline Powder. Appears to be normal gems, can be
immunity to fire damage. Once the spell is cast in this way, it can't be detected by magic or if a search is performed to look for gems that shift
cast again until the next dawn. like liquid. Can be used as the material component of a Conjure
1d8 Phoenix Claws. Acts as a magical shortsword that deals double Elemental spell, which has its casting time reduced to 1 action but can
damage to objects and structures. On a hit, both the target and the only summon Earth Elementals.
wielder take 1d10 fire damage (in addition to any other damage the 1 Elder Heart of Stone. Appears as a large glowing gemstone. If placed
target would take). underground, it re-forms into the Zaratan in 1d4 hours. A creature
touching the heart can use an action to create a Gate, as per the spell.
Elder Tempest (23) The gate can lead to anywhere in the elemental plane of earth. It cannot
Elemental (arcana) draw creatures into it, but it is able to appear in areas within the plane
that would normally be denied by a ruler of a deity or planar ruler.
10d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held Once this power is used, it can't be used again for 7 days. The heart can
in the hand and blown upon, casts Fog Cloud centered on the mote. only be destroyed by bringing it to the elemental plane of air and
Can be used as the material component of a Commune spell to contact dropping it into the endless expanse.
a deity in the Elemental Plane of Air. Using either of these abilities 3d8 Zaratan Scales. Acts as a shield that requires attunement. An
destroys the mote. attuned creature gains resistance to thunder and poison damage. An
4 Hearts of Wind. Identical to a Mote of Elemental Air, and can be used attuned creature can use their action while in contact with the ground to
for the same purposes. In addition to its other properties, it can be cast Erupting Earth (XGtE pg. 155, save DC 15). Once the spell is
mastercrafted (conjuration) by a spellcaster into a portal to the cast, it can't be cast again until the next dawn.
Elemental Plane of Air. The portal is stationary in the location it is 2d4 Zaratan Claws. Acts as a magical shortsword that deals double
crafted. damage to objects and structures. On a hit, both the target and the
2d6 Gusts of Warm Breeze. Invisible to the eye, can be detected by wielder take 1d10 thunder damage (in addition to any other damage the
magic or if a search is performed to look for a small area where wind target would take).
seems to blow from nowhere. Can be used as the material component
of a Conjure Elemental spell, which has its casting time reduced to 1
action but can only summon Air Elementals.

E | Elder Elemental (Phoenix) -


Elder Elemental (Zaratan)
34
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.
Fire Elemental Myrmidon (7)
Elemental Myrmidons Elemental (arcana)
Air Elemental Myrmidon (7)
1 Set of Fire Elemental Plate Armor. Requires attunement. Acts as
Elemental (arcana) Plate Armor of Fire Resistance, but an attuned creature can also speak,
read, and write Ignan.
1 Set of Air Elemental Plate Armor. Requires attunement. Acts as
2 Scimitars of Elemental Fire. Acts as a magical scimitar. On a hit, the
Plate Armor of Lightning Resistance, but an attuned creature can also
wielder of the scimitar can choose to make a Fiery Strike. The target
speak, read, and write Auran.
takes 1d10 additional fire damage. Once used, the Fiery Strike cannot
1 Flail of Elemental Air. Acts as a magical flail. On a hit, the wielder
be used again until the next dawn.
of the flail can choose to make a Lightning Strike. The target takes 4d8
3d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If
additional lightning damage, and must succeed on a DC 12
dropped into an open flame, casts Faerie Fire centered on the mote.
Constitution saving throw or be stunned until the end of the wielder's
Can be used as the material component of a Commune spell to contact
next turn. Once used, the Lightning Strike cannot be used again until
a deity in the Elemental Plane of Fire. Using either of these abilities
the next dawn.
destroys the mote.
3d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held in
1 Heart of Flame. Identical to a Mote of Elemental Fire, and can be
the hand and blown upon, casts Fog Cloud centered on the mote. Can
used for the same purposes. In addition to its other properties, it can be
be used as the material component of a Commune spell to contact a
mastercrafted (conjuration) by a spellcaster into a portal to the
deity in the Elemental Plane of Air. Using either of these abilities
Elemental Plane of Fire. The portal is stationary in the location it is
destroys the mote.
crafted.
1 Heart of Wind. Identical to a Mote of Elemental Air, and can be used
1 Puff of Smoke. Appears to be normal smoke, can be detected by
for the same purposes. In addition to its other properties, it can be
magic or if a search is performed to look for a wisp of smoke that does
mastercrafted (conjuration) by a spellcaster into a portal to the
not dissipate. Can be used as the material component of a Conjure
Elemental Plane of Air. The portal is stationary in the location it is
Elemental spell, which has its casting time reduced to 1 action but can
crafted.
only summon Fire Elementals.
1 Gust of Warm Breeze. Invisible to the eye, can be detected by magic
or if a search is performed to look for a small area where wind seems to Water Elemental Myrmidon (7)
blow from nowhere. Can be used as the material component of a
Elemental (arcana)
Conjure Elemental spell, which has its casting time reduced to 1 action
but can only summon Air Elementals. 1 Set of Water Elemental Plate Armor. Requires attunement. Acts as
Earth Elemental Myrmidon (7) Plate Armor of Acid Resistance, but an attuned creature can also speak,
read, and write Aquan.
Elemental (arcana) 1 Trident of Elemental Water. Acts as a magical trident. On a hit, the
wielder of the trident can choose to make a Freezing Strike. The target
1 Set of Earth Elemental Plate Armor. Requires attunement. Acts as
takes 1d10 additional cold damage, and must has its speed reduced by
Plate Armor of Poison Resistance, but an attuned creature can also
10 feet until the end of the wielder's next turn. Once used, the Freezing
speak, read, and write Terran.
Strike cannot be used again until the next dawn.
1 Maul of Elemental Earth. Acts as a magical maul. On a hit, the
3d2 Motes of Elemental Water. Appears as a small shard of ice that
wielder of the maul can choose to make a Thunderous Strike. The
glows with blue light. If covered in water or dropped in water, casts
target takes 3d10 additional thunder damage, and must succeed on a
Create Water, centered on the mote. Can be used as the material
DC 14 Strength saving throw or be knocked prone. Once used, the
component of a Commune spell to contact a deity in the Elemental
Lightning Strike cannot be used again until the next dawn.
Plane of Water. Using either of these abilities destroys the mote.
3d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If
1 Heart of Water. Identical to a Mote of Elemental Water, and can be
dropped or thrown to the ground as an improvised weapon, the ground
used for the same purposes. In addition to its other properties, it can be
becomes mud as if it had cast Grease centered on the mote. Can be
mastercrafted (conjuration) by a spellcaster into a portal to the
used as the material component of a Commune spell to contact a deity
Elemental Plane of Water. The portal is stationary in the location it is
in the Elemental Plane of Earth. Using either of these abilities destroys
crafted.
the mote.
1 Vial of Sea Foam. Appears to be normal foam, can be detected by
1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be
magic or if a search is performed to look for sea foam. Can be used as
used for the same purposes. In addition to its other properties, it can be
the material component of a Conjure Elemental spell, which has its
mastercrafted (conjuration) by a spellcaster into a portal to the
casting time reduced to 1 action but can only summon Water
Elemental Plane of Earth. The portal is stationary in the location it is
Elementals.
crafted.
1 Vial of Crystalline Powder. Appears to be normal gems, can be
detected by magic or if a search is performed to look for gems that shift
like liquid. Can be used as the material component of a Conjure
Elemental spell, which has its casting time reduced to 1 action but can
only summon Earth Elementals.

E | Elemental Myrmidons
35
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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.

Githyanki Gish (10) Githzerai Anarch (16)


Humanoid (survival) Humanoid (survival)

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.

G | Giff - Githzerai Anarch


36
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Githzerai Enlightened (10) Grey Render (12)
Humanoid (survival) Monstrosity (nature)

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.

G | Githzerai Enlightened - Grey


Render
37
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.
Howler (8)
Fiend (religion)

1 Howler Hide. Acts as a blanket. Can be carefully crafted


(leatherworker's tools) into one of the following items: Leather Armor
of Fire Resistance, Leather Armor of Cold Resistance, or Leather
Armor of Lightning Resistance.
1 Howler Throat. Acts as a waterskin. Can be carefully crafted
(Leatherworker's Tools) into a Howler Horn. A creature can use their
action to blow the horn in a 60-foot cone. Each creature in that area
that isn't deafened must succeed on a DC 16 Wisdom saving throw or
be frightened until the end of the horn blower's next turn. While a
creature is frightened in this way, its speed is halved, and it is
incapacitated. A target that successfully saves is immune to this effect
for the next 24 hours.
2 Howler Eyes. Acts as an arcane focus for warlocks of the Fiend pact.
Can be mastercrafted (alchemist’s supplies) into a Potion of Damage
Resistance (when consumed, a creature has resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks for 10
minutes).
2d4 Howler Spines. Acts as a dagger. Damage dealt by the dagger
ignores damage resistance.
1d6 Howler Teeth. 20 teeth act as a bag of caltrops. Can be carefully
crafted (jeweler’s tools) into dice. Can be carefully crafted (smith's
tools) into any weapon that deals piercing damage. On a hit, a creature
takes an additional 1d10 psychic damage from the weapon if it is
frightened.
1 Howler Tail. Acts as a whip that radiates abyssal energy. A creature
holding the whip has advantage on saving throws made against the
Mad Winds of Pandemonium (DMG pg. 62).

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
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Kruthik Hive Lord (5)
Kruthiks Monstrosity (nature)

Young Kruthik (1/8) 2d4 Large Kruthik Spikes. Acts as a dagger.


Monstrosity (nature) 2 Kruthik Carapace. Acts as a shield. 2 of these can be crafted (Smith's
Tools) into a set of Plate Armor.
1d4 Small Kruthik Spikes. Acts as a dagger. 1 Kruthik Acid Sac. A creature holding the sac can use their action to
spray acid in a 15-foot cone. Each creature in that area must make a
Adult Kruthik (2) DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a
Monstrosity (nature) failed save, or half as much damage on a successful one. Once this
ability has been used, the sac is dried up and acts as a waterskin.
1d6 Kruthik Spikes. Acts as a dagger.
1 Kruthik Carapace. Acts as a shield. 2 of these can be crafted (Smith's
Tools) into a set of Plate Armor.

K | Kruthiks
39
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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
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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
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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).

O | Oblex Spawn - Ogre Howdah


42
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Wizards of the Coast. ©Wizards of the Coast LLC.
Retriever (14)
Construct (arcana)

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
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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

Shadar-Kai permanently affixed to the location where it is crafted. 20 of these can


be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
1 Sigil of the Raven Queen. Acts as a Holy Symbol of the Raven
Gloom Weaver (9) Queen. A creature holding the Sigil will receive strange omens and
Humanoid (survival) visions at the whim of the Raven Queen.

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.

S | Frost Salamander - Soul Monger


44
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.
Skulk (1/2)
Humanoid (survival)
Sorrowsworn
The Angry (13)
1d4 Skulk Fingers. A creature can use their action to consume a finger.
For the next 10 minutes, that creature is invisible. However, the Monstrosity (nature)
invisibility can be seen through by the following methods:
4d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
The creature's reflection can be seen in a mirror
be carefully crafted (conjuration) by a spellcaster into a Shadow
The creature appears as a dim, translucent form in the light of a
Crossing, a portal that leads to the Shadowfell. The portal is
candle made of fat rendered from a corpse whose identity is
permanently affixed to the location where it is crafted. 20 of these can
unknown
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
Humanoid children, aged 10 and under, can see the creature
4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted
Skull Lord (15) (alchemist's supplies) into a Draught of the Sorrowsworn. A creature
that drinks this potion gains resistance to nonmagical bludgeoning,
Undead (religion)
slashing, and piercing damage while in dim light or darkness, but gains
1 Set of Skull Lord Plate Armor. Acts as a set of Plate Armor of vulnerability to nonmagical bludgeoning, slashing, and piercing
Necrotic Resistance. damage in bright light for 10 minutes.
1 Bone Staff. Acts as a magic quarterstaff that deals an additional 2d6 2 Heads of the Angry. Continues to bicker even after being severed.
necrotic damage on a hit. Can substitute for 500gp of material components required for an
1 Cloak of the Skull Lord. Requires attunement. If the attuned creature evocation spell.
is subjected to an effect that allows it to make a Dexterity saving throw 2 Hooks of the Angry. Acts as a Greataxe that deals piercing damage
to take only half the damage, the attuned creature instead takes no instead of slashing.
damage if it succeeds on the saving throw, and only half damage if it 1 Heart of Anger. No immediate use. Destroyed if exposed to bright
fails. Curse. The attuned creature has its personality split into three light. Can be mastercrafted (alchemist's supplies) into a Potion of The
voices, who argue constantly in its head, imposing disadvantage on Angry. For 10 minutes, a creature that uses the potion has disadvantage
Wisdom saving throws the attuned creature makes. on attack rolls if no other creature has dealt damage to it since the end
1 Tabbard of the Skull Lord. Requires attunement. An attuned of its last turn. If a creature deals damage to it, its attack rolls have
creature can cast Animate Dead as a 5th-level spell. The creatures only advantage until the end of its next turn.
remain under the attuned creature's control while they are attuned to the The Hungry (11)
tabbard. Once used, the tabbard cannot cast the spell again until the
next dusk. Monstrosity (nature)
1 Crown of the Skull Lord. Requires attunement. While within 30 feet
3d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
of the attuned creature wearing the crown, any undead ally of the
be carefully crafted (conjuration) by a spellcaster into a Shadow
attuned creature makes saving throws with advantage, and that ally
Crossing, a portal that leads to the Shadowfell. The portal is
regains 1d6 hit points whenever it starts its turn there.
permanently affixed to the location where it is crafted. 20 of these can
3 Skulls of the Skull Lord. The remains of a warlord of Vecna, can
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
reveal lore about the Lich God if spoken to via Speak With Dead. If
4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted
more than one skull is spoken to together, they can be targeted by the
(alchemist's supplies) into a Draught of the Sorrowsworn. A creature
spell as a group, but will argue and fight instead of answering
that drinks this potion gains resistance to nonmagical bludgeoning,
questions. Acts as an arcane focus for necromancy spells.
slashing, and piercing damage while in dim light or darkness, but gains
3d6 Bones of the Skull Lord. No immediate use. Can be carefully
vulnerability to nonmagical bludgeoning, slashing, and piercing
crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
damage in bright light for 10 minutes.
During the duration of the potion, if the creature fails a saving throw, it
2 Claws of the Hungry. Absorbs liquids it is placed into. Can substitute
can choose to succeed instead. Once used, this ability can't be used
for 500gp of material components required for an necromancy spell.
again for the duration of the potion.
1d10 Teeth of the Hungry. Acts as a dagger that deals an additional
1 Desiccated Heart. If the heart is placed in the chest of a corpse that
1d6 necrotic damage on a hit.
died within the past 10 days, the corpse regains its soul and turns into a
1 Heart of Hunger. No immediate use. Destroyed if exposed to bright
Ghoul. It retains the personality it had while alive, but its alignment
light. Can be mastercrafted (alchemist's supplies) into a Potion of The
becomes evil if it wasn't already. The creature is driven by hunger and
Hungry. For 10 minutes, a creature that uses the potion has advantage
will do anything to feed constantly. This affect can affect even
on attack rolls until the end of its next turn if it sees another creature
unwilling souls, although a God or master of a plane can prevent the
regain hit points.
soul from leaving its domain, in which case the ghoul is mindless. If
the ghoul is killed, the soul goes to Vecna's secret lair instead of the
plane it would have traveled to.
1 Left Hand of the Skull Lord. A creature holding the hand can use it
to cast Finger of Death (save DC 18). Once used, the hand becomes
nonmagical.
2d4 Wisps of Shadows. Destroyed if exposed to sunlight. 5 of these can
be carefully crafted (conjuration) by a spellcaster 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 (transmutation) by a spellcaster into a Portable Hole.

S | Skulk - Sorrowsworn (The


Hungry)
45
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.
The Lonely (9)
Monstrosity (nature)
Star Spawn
Star Spawn Grue (1/4)
2d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
be carefully crafted (conjuration) by a spellcaster into a Shadow Aberration (arcana)
Crossing, a portal that leads to the Shadowfell. The portal is
1d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's
permanently affixed to the location where it is crafted. 20 of these can
supplies) into a Potion of Psychic Resistance.
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted Star Spawn Hulk (10)
(alchemist's supplies) into a Draught of the Sorrowsworn. A creature
Aberration (arcana)
that drinks this potion gains resistance to nonmagical bludgeoning,
slashing, and piercing damage while in dim light or darkness, but gains 5d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's
vulnerability to nonmagical bludgeoning, slashing, and piercing supplies) into a Potion of Psychic Resistance.
damage in bright light for 10 minutes.
2 Translucent Star Spawn Hide. Acts as a translucent blanket. Can be
2 Harpoons of the Lonely. Acts as dart that deals 1d8 damage on a hit. mastercrafted (leatherworker's tools) into Chain Mail armor that is
On a hit, a creature is grappled (escape DC is equal to the wielder's effectively invisible. While being worn, a creature must succeed on a
Strength modifier + the wielder's proficiency bonus + 8) if it is a Large
DC 15 Intelligence (Investigation) check to determine the armor exists.
or smaller creature. 1 Star Spawn Hulk Brain. When the brain is dealt psychic damage, it
1 Heart of Loneliness. No immediate use. Destroyed if exposed to
takes no damage, and each creature within 10 feet of the brain takes
bright light. Can be mastercrafted (alchemist's supplies) into a Potion that damage instead. If the source of the damage is a spell with
of The Lonely. For 10 minutes, a creature that uses the potion has additional effects beyond damage, none of those effects carry over to
advantage on attack rolls while it is within 30 feet of at least two other
the other creatures. The brain has AC 5 and 2 hit points.
creatures. It otherwise has disadvantage on attack rolls. 2d4 Star Spawn Teeth. No immediate use. Can be carefully crafted
The Lost (7) (alchemist's supplies) into a Potion of Frenzy. For one minute after the
potion is consumed, a creature may choose to make up to 3 attacks with
Monstrosity (nature) their attack action instead of the normal amount. Once the creature uses
this ability (no matter how many attacks they choose to make), the
1d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
potion's effect ends and the creature gains one level of exhaustion.
be carefully crafted (conjuration) by a spellcaster into a Shadow
Crossing, a portal that leads to the Shadowfell. The portal is Star Spawn Larva Mage (16)
permanently affixed to the location where it is crafted. 20 of these can
Aberration (arcana)
be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
3d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted Note. When the Larva Mage dies, it breaks into a Swarm of Insects. The
(alchemist's supplies) into a Draught of the Sorrowsworn. A creature
Worms of the Larva Mage are only obtainable if the Swarm of insects is
that drinks this potion gains resistance to nonmagical bludgeoning, destroyed.
slashing, and piercing damage while in dim light or darkness, but gains
vulnerability to nonmagical bludgeoning, slashing, and piercing 6d4 Vials of Star Ichor. No immediate use. Can be crafted
damage in bright light for 10 minutes. (alchemist's supplies) into a Potion of Psychic Resistance.
2d3 Arms of the Lost. Acts as a War Pick that deals 1d10 damage on a 3d4 Larva Mage's Scrolls. Contains Eldritch Writing on how to
hit. become a Star Spawn Larva Mage. A creature with class levels in
1 Heart of Loss. No immediate use. Destroyed if exposed to bright Warlock can use a scroll to cast Augury, contacting the entity the
light. Can be mastercrafted (alchemist's supplies) into a Potion of The Larva Mage served. However, when the spell is cast this way, instead
Lost. For 10 minutes, a creature that uses the potion deals 9 (2d8) of getting a random reading, there is a cumulative 25 percent chance
psychic damage at the start of its turn to any creature it has grappled. that the entity overtakes the warlock's body and turns it into a Larva
Mage. The Larva Mage becomes a hostile creature under the DM's
The Wretched (1/4) control. Only a Wish spell can undo this transformation.
Monstrosity (nature) 5d6 Worms of the Larva Mage. A worm can be consumed as an
action. For 1 minute, a creature that consumed a worm can use its
1 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be reaction to gain 10 temporary hit points when another creature within
carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, 20 feet of it fails a saving throw.
a portal that leads to the Shadowfell. The portal is permanently affixed 1 Sigil of an Eldritch Cult. Requires attunement. At the end of a
to the location where it is crafted. 20 of these can be mastercrafted long rest, a creature attuned to the Sigil must make a DC 15 Charisma
(transmutation) by a spellcaster into a Portable Hole. saving throw. On the first failure, the attuned creature gains a special
1 Heart of the Wretched. No immediate use. Destroyed if exposed to blessing related to the Elder Evil the cult worshiped (see MToF pg.
bright light. Can be mastercrafted (alchemist's supplies) into a Potion 237 for examples). On the third failure, the creature is transformed
of The Wretched. For 10 minutes, a creature that uses the potion has into a Star Spawn Grue under the DM's control. Only a Wish spell can
advantage on an attack roll against a creature if at least one of the undo this transformation.
creature's allies is within 5 feet of the creature and the ally isn't 1 Mask of an Eldritch Cult. Acts as an arcane focus for a Warlock,
incapacitated. The creature otherwise has disadvantage on attack rolls. which requires attunement. When the attuned creature is reduced to 0
hit points, the mask is destroyed and the creature is transformed into a
Swarm of Insects in the same space. If the swarm is not destroyed, the
creature reforms from it 24 hours later.

S | Sorrowsworn (The Lonely) -


Star Spawn Larva Mage
46
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.
Star Spawn Mangler (5) Female Steeder (1)
Aberration (arcana) Monstrosity (nature)

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.

S | Star Spawn Mangler - Stone


Cursed
47
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.
Sword Wraith Commander (8) Sword Wraith Warrior (3)
Undead (religion) Undead (religion)

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.

S | Sword Wraith Commander -


Sword Wraith Warrior
48
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.
Rot Troll (9)
Tortle (1/4)
Giant (survival)
Humanoid (survival)
3d4 Chunks of Rot Troll Meat. Can be consumed as rations. When
1 Tattered Quarterstaff
eaten, the user must succeed on a DC 20 Constitution saving throw or
1 Tattered Light Crossbow become poisoned for 8 hours. If a creature eats two half-chunks instead
1 Tortle Shell. Acts as a one-person tent. Can be carefully crafted
of one full chunk, the remainder of the two chunks regrows into two
(smith's tools) into Splint Armor. full chunks in 24 hours. This property doesn’t work (and the
Tortle Druid (2) Constitution saving throw isn’t required) if the meat is cooked or cured.
2d4 Vials of Troll Blood. No immediate use. Can be carefully crafted
Humanoid (survival) (alchemist's supplies) into a Potion of Vitality.
1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully
1 Tattered Quarterstaff
crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an
1 Tortle Shell. Acts as a one-person tent. Can be carefully crafted
11-19, the dice have grown into an interesting but unusable shape. On a
(smith's tools) into Splint Armor.
20, the dice have perfectly grown into a polyhedral die with one more
1 Spellcasting Component Pouch
side than it previously had.
1 Tribal Token. A small totem that can act as a druidic spell focus
2 Rot Troll Limbs. Remains moving and attacks the nearest non-giant

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

T | Tortle - Troll (Rot)


49
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.
Spirit Troll (11) Venom Troll (7)
Giant (survival) Giant (survival)

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

T | Troll (Spirit) - Troll (Venom)


50
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Vampiric Mist (3)
Undead (religion)

1d4 Vials of Vampire Dust. If consumed as an action, acts as a


Gaseous Form spell cast upon the user. Can be carefully crafted
(alchemist’s supplies) into a Poison of Mist, an ingested poison that
forces a target to become mist as in a Gaseous Form spell. When used
this way, the spell does not require concentration and cannot be
willingly ended before the full duration has passed.
1d4 Wisps of Shadow. Destroyed if exposed to sunlight. 5 of these can
be carefully crafted (conjuration) by a spellcaster 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 (transmutation) by a spellcaster into a Portable Hole.
1d4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s
supplies) into a Potion of Invisibility or an Oil of Etherealness.

V | Vampiric Mist
51
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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 (Canoloth) - Yugoloth


(Hydroloth)
52
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1d2 Oinoloth Eyes. A creature can use its action to consume the eye and
Merrenoloth (3) target a creature within 30 feet of it. The target must succeed on a DC
Fiend (religion) 16 Wisdom saving throw against this magic or be charmed until the end
of their next turn. While charmed in this way, the target is restrained. If
1 Oar of the Merrenoloth. Acts as an arcane focus for a warlock that the target's saving throw is successful, the target is immune to this
requires attunement. While attuned to the oar, the warlock may cast effect for the next 24 hours.
Control Water or Control Weather without expending a spell slot. Once 2 Oinoloth Horns. No immediate use. Can be mastercrafted (alchemist's
Control Water has been cast, it cannot be cast again until the next supplies) into a Potion of Corrupted Healing. A creature that drinks the
dawn. Once Control Weather has been cast, the oar becomes potion regains all its hit points, and can end one condition on
nonmagical. themselves: blinded, deafened, paralyzed, or poisoned. The creature
1d4 Vials of Black Ichor. Can be consumed as an action. A creature then gains 1 level of exhaustion, and their hit point maximum is
consuming the ichor immediately teleports up to 60 feet into an reduced by 1d6 per class level they have, or a number of d6s equal to
unoccupied space they can see. Roll a d20. On a 1, the creature instead their CR. This reduction can be removed only by a Wish spell or by
teleports to the plane of Gehenna. casting Greater Restoration on the target three times within the same
1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a hour. The target dies if its hit point maximum is reduced to 0
spellcaster (abjuration) into an Amulet of Magic Resistance, which 1 Oinoloth Skin. Acts as a blanket. Can be carefully crafted
requires attunement. An attuned creature has advantage on saving (leatherworker's tools) into a cloak that requires attunement. An attuned
throws against spells and other magical effects. creature is immune to disease, has advantage on saving throws against
1 Merrenoloth Skull. A creature can use their action to point the skull being poisoned, and has resistance to poison damage.
at a creature they can see within 60 feet. The target must succeed on a
DC 13 Wisdom saving throw or become frightened of the skull for 1 Yagnoloth (11)
minute. The frightened target can repeat the saving throw at the end of Fiend (religion)
each of its turns, ending the effect on itself on a success. The skull then
becomes nonmagical. The skull can be carefully crafted (carpenter's 3d4 Vials of Black Ichor. Can be consumed as an action. A creature
tools) into the figurehead of a ship. The ship gains the following consuming the ichor immediately teleports up to 60 feet into an
benefits as long as the skull remains on the figurehead. Removing the unoccupied space they can see. Roll a d20. On a 1, the creature instead
skull causes it to become nonmagical. teleports to the plane of Gehenna.
The ship doesn't sink even if its hull is breached. 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a
The ship always stays on course to the destination the captain spellcaster (abjuration) into an Amulet of Magic Resistance, which
names. requires attunement. An attuned creature has advantage on saving
Creatures the captain chooses to take on the ship aren't throws against spells and other magical effects.
discomfited by wind or weather, though this effect doesn't 1 Electrified Hand. Acts as a magic club that deals as additional 2d8
protect against damage. lightning damage on a hit.
1 Massive Arm. Acts as a magic greatclub that deals 1d12 damage on a
Oinoloth (12) hit.
Fiend (religion) 1 Book of Contracts. Contains information on Yugoloth contracts the
Yagnoloth has written and adjudicated. A creature studying the book
3d4 Vials of Black Ichor. Can be consumed as an action. A creature for an hour can use it to craft a nearly perfect contract, which contains
consuming the ichor immediately teleports up to 60 feet into an loopholes only able to be located by powerful magic or godlike entities.
unoccupied space they can see. Roll a d20. On a 1, the creature instead However, a creature is under no compulsion to honor the contract if
teleports to the plane of Gehenna. they sign it.
1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a 2 Yagnoloth Eyes. A creature can use its action to consume the eye and
spellcaster (abjuration) into an Amulet of Magic Resistance, which target an incapacitated creature within 15 feet of it. The target takes 36
requires attunement. An attuned creature has advantage on saving (7d8+4) necrotic damage, and the creature using the eye gains
throws against spells and other magical effects. temporary hit points equal to half the damage dealt. The target must
2d4 Plague Seeds. When the Oinoloth is slain, these plague seeds are succeed on a DC 16 Constitution saving throw, or its hit point
scattered in random locations (chosen by the DM) within 60 feet of the maximum is reduced by an amount equal to the damage taken. This
body. The area within 30 feet of a plague seed is blighted for 24 hours. reduction lasts until the target finishes a long rest, and the target dies if
The area moves with the seed, and if two or more seeds overlap areas its hit point maximum is reduced to 0.
on blight, only one effect occurs within the overlap. After 24 hours 1 Yagnloth Hide. Acts as a blanket. Can be mastercrafted
have elapsed, the seeds wither and become nonmagical. While (leatherworker's tools) into a cloak that requires attunement. An attuned
blighted, all normal plants in the area wither and die, and the number of creature can use their action to direct up to two allied creatures within
hit points restored by a spell to a creature in that area is halved. 60 feet that can hear them to use their reactions to make one melee
Furthermore, when a creature moves into the blighted area or starts its attack each. Once the cloak has been used this way, it can't be used
turn there, that creature must make a DC 16 Constitution saving throw. again until the next dawn.
On a successful save, the creature is immune to the effects of the 1d2 Yagnoloth Wings. Requires attunement by a warlock. Acts as a
plague seeds for the next 24 hours. On a failed save, the creature takes Wand of Lightning Bolts that does not regain charges.
14 (4d6) necrotic damage and is poisoned. The poisoned creature can't
regain hit points. After every 24 hours that elapse, the poisoned
creature can repeat the saving throw. On a failed save, the creature's hit
point maximum is reduced by 5 (ld10). This reduction lasts until the
poison ends, and the target dies if its hit point maximum is reduced to
0. The poison ends after the creature successfully saves against it three
times.
2d4 Oinoloth Claws. Acts as a magic dagger that deals an additional
1d10 necrotic damage on a hit.

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)

Appendix I | Leatherworker's Tools


- Smith's Tools
57
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.
Hide of Hutijin (master) Wisp of Shadow (master) Adult Red Dragon Skull
Smith’s Tools (cont.) Hooves of Moloch (careful) Deathlock Mastermind (master)
Gorgon Hide (master) Howler Teeth (careful) Deathlock Wight Ancient White Dragon Skull
Gorgon Skull (careful) Kruthik Carapace Nabassu (master)
Grick Beak (careful) Marut Armor (master) Meazel Adult White Dragon Skull
Hook Horror Carapace Marut Wings Nightwalker (master)
(careful) Retriever Plates (master) Gloom Weaver Ancient Brass Dragon Skull
Kraken Scales (master) Steel Predator Armor Plates Shadow Dancer (master)
Naga Scales (careful) (master) Soul Monger Adult Brass Dragon Skull
Nothic Claws (master) Steel Predator Throat Skull Lord (master)
Purple Worm Teeth (careful) (master) The Angry Ancient Bronze Dragon Skull
Purple Worm Scales (master) Tortle Shell (careful) The Hungry (master)
Adult Remorhaz Carapace The Lonely Adult Bronze Dragon Skull
Young Remorhaz Carapace Tinker’s Tools The Lost (master)
Roc Beak (careful) Cog of Primus (master) The Wretched Ancient Copper Dragon Skull
Sahuagin Baron Head Gyro of Primus (master) Sword Wraith (master)
(careful) Commander Adult Copper Dragon Skull
Bones of the Tarrasque
Transmutation
Sword Wraith Warrior (master)
(master) Animate Carpet Patch
Vampiric Mist Ancient Gold Dragon Skull
Scales of the Tarrasque (master) (master)
Dracolich Bone (master) Phoenix Feathers (master)
(master) Adult Gold Dragon Skull
Demonic Jewelry Elder Tempest Feathers
Teeth of the Tarrasque (master)
Clumps of Golem Clay (master)
(master) Ancient Silver Dragon Skull
Umber Hulk Claws (careful) (master) Weaver’s Tools (master)
Umber Hulk Carapace Flesh Golem Limbs (master)
Bulette Tendon (careful) Adult Silver Dragon Skull
(careful) Hunks of Golem Iron (master)
Divine Hair (master)
Wyvern Scales (master) Golem Stones (master) Griffon Feathers (careful)
Mane of the Sphinx (master)
Mezzoloth Shell (careful) Homunculus Clay (careful) Hippogriff Feathers (careful)
Strands of Hair from a
Giant Ape Skull (careful) Mandrake Root (careful)
Unicorn’s Mane (master) Kenku Feathers (careful)
Hydra Heart (master)
Kraken Teeth (careful)
Smith’s Tools (MToF) Medusa Heart (master) Weaver's Tools Owlbear Feathers (careful)
Astral Dreadnought Eye Ogre Heart (master) (MToF) Pegasus Feathers (careful)
(master) Otyugh Stomach (careful)
Strands of Hair from an Peryton Feathers (careful)
Astral Dreadnought Claws Rakshasa Tongue (master)
Autumn Eladrin (master) Satyr’s Horn (careful)
(master) Roc Eye (careful) Skull of the Tarrasque
Strands of Hair from an
Astral Dreadnought Armor Hag’s Soul Stone (careful)
Spring Eladrin (master) (master)
Plates (master) Wisp of Shadow (master)
Strands of Hair from an Branches
Astral Dreadnought Teeth Shadow Treant
Summer Eladrin (master)
(master) Vampire Awakened Tree
Strands of Hair from an
Balhannoth Skull (master) Wight
Winter Eladrin (master) Blood Hawk Feathers
Cadaver Collector Shell
Succubus/Incubus Heart
(master) Woodcarver’s Tools Eagle Feathers (careful)
(master)
Cadaver Collector Gauntlets Snake Feathers (careful)
Skull of the Tarrasque Ancient Black Dragon Skull
(careful) Giant Eagle Feathers (careful)
(master) (master)
Scrap Metal Giant Eagle Feathers (careful)
Yeti Eyes (careful) Adult Black Dragon Skull
Skull of Baphomet (master) Giant Vulture Feathers
(master)
Hooves of Baphomet Transmutation (careful)
Ancient Blue Dragon Skull
(careful) (MToF) Hawk Feathers (careful)
(master)
Hooves of Orcus (careful) Owl Feathers (careful)
Wisp of Shadow (master) Adult Blue Dragon Skull
Skull of Orcus (master) Raven Feathers (careful)
Allip (master)
Skull of the Gnoll Lord Vulture Feathers (careful)
Boneclaw Ancient Green Dragon Skull
(master) (master) Woodcarver’s Tools
Plates of Hellfire Shielding Adult Green Dragon Skull (MToF)
(master) (master) Skull of Baphomet (master)
Hooves of Bael (careful) Ancient Red Dragon Skull
Skull of Orcus (master)
Skull of Bael (master) (master)
Appendix I | Smith's Tools - Skull of Bael (master)
Woodcarver's Tools
58
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.
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