Tomb of Annihilation Creature Loot PDF

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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. This probably comes from my beginnings as a story gamer - it was expected that you would have some sort of character development over the course of our 6-8 month campaigns.

But there's more than just updating character traits. I like the idea that the appearance of a character changes drastically over the course of their adventures. For magic users, it's fairly obvious. Wizards get zanier, warlocks get corrupted, druids get more plant- or animal-esque, and clerics become more eminently divine. But I think martial characters should change as well, aside from just getting more scars and injuries.

I love the idea of a character who picks the useful bits from the bodies 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 Elemental Earth. Maybe a cleric gives up their holy symbol when they get the chance to use angel feathers as their magic focus instead.

As for creating the items themselves, I have a few goals while writing the items:

  1. Number of items found on a creature should approximately equal CR. 1d4 small items can count as a single items, and tattered equipment (see below) doesn't count.
  2. Make tool proficiencies more useful. Some items can't be used until they are crafted into a workable item by someone trained with the proper equipment.
  3. Make basic balance considerations - lower CR creatures should give items about equivalent to adventuring gear (PHB pg. 150), while higher CR creatures can give items that are equivalent to or craftable into magic items.

Basic Rules

If a creature dies naturally or its body was found hours or days after death, it is up to the DM what items remain. Some items may have been already stolen, not remain on the creature after death, or have rotted beyond use.

If the players were fighting the creature and killed it in combat, they must make the appropriate check in order to claim the loot.

  • Beast/Dragon/Monstrosity/Plant: Nature check
  • Giant/Humanoid: Survival check
  • Celestial/Fey/Fiend/Undead: Religion check
  • Aberration/Construct/Elemental/Ooze: Arcana check

This represents the type of knowledge required to successfully identify the valuable loot on the body.

Loot Claim Check
CR DC (all items) DC (half items)
<5 10 5
6-10 15 10
11-15 20 15
>16 25 20

This represents the PCs ability to gather the items without harming them or hurting themselves. It might be difficult to harvest a demon heart when their blood is like acid and you just stabbed the fell beast a dozen times.

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

 
Ration Amounts
Size Days of Rations (1 person)
Tiny 1
Small 1d4
Medium 1d6
Large 2d6
Huge 4d6
Gargantuan 10d6

Some items are not usable until they have been crafted into a usable form. The following terms are used throughout the list:


Crafted. A PC or NPC must spend a number of hours equal to the 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 services.


Carefully Crafted. A PC or NPC must spend a number of hours equal to two times the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools or be a wizard studying the listed school of magic. NPCs may charge gold for their services.


Mastercraft. Must be created by a PC or NPC who has dedicated themselves to the use of a particular tool or school of magic. For Wizard 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 must spend a number of hours equal to 6-10 times the creature's CR using the listed tools to create the new object. NPCs may charge gold for their services.


A CR 0 creature's crafting can be completed in 1 minute, or multiple minutes for careful/master crafting. Another note about a specific crafting style:

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 crafted with proficiency in a Herbalism Kit. If the item has a malignant effect, it can also be crafted with proficiency in a Poisoner's Kit.

Some modifiers that will be applied to certain pieces of loot:


Tattered. This item has been damaged as a result of its owner’s death. You will need to spend gold to repair it, equal to half the cost of a brand-new version of the item. (e.g. a tattered shield would cost 5GP to repair, since a new shield costs 10GP)


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 multiple different types of liquids, refer to the "Mixing Potions" table (DMG pg. 140)


Treasure Hoard. roll on the listed Treasure Hoard table (DMG pg. 137-139)


In Lair. These items only appear if the creature is in its lair when it is fought, and the PCs have the time to search the lair after the fight. Depending on the type of lair, the DM may call for additional checks to find this treasure.

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Creature Loot | Introduction

Acererak (23)

Undead (religion)


  • 1 Staff of the Forgotten One (Tomb of Annihilation pg. 208)
  • 1 Talisman of the Sphere (DMG pg. 207)
  • 1 Sphere of Annihilation (DMG pg. 201)
  • 1 Skull of Acererak. Requires attunement. Can be used as an arcane focus and grants an attuned creature resistance to cold, lightning, necrotic, and poison damage. After 1d10 days, the skull reforms into Acererak with full Hp and abilities. If the Phylactery is destroyed, this item crumbles into useless dust.
  • 1 Clue to the Phylactery. This item is a clue to Acererak's phylactery's true location.
  • 2d6 Bones of the Lich. No immediate use. Can be carefully crafted by a spellcaster (Necromancy) into a Potion of Turn Resistance (an undead creature who consumes or is doused in this potion gains advantage on saving throws against effects that turn undead for 1 hour).
  • 1 Left Hand of Acererak. Acts as an improvised melee weapon. On a hit, a target takes 10 (3d6) cold damage and must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 1 Tome of Darkness. Incomprehensible to those who are not Wizards. A month of study will yield a method to become a Lich. This allows a wizard to create or obtain a Phylactery and a Potion of Transformation. Additionally, the method requires the ability to cast Imprisonment to transfer the Wizard's soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM's control. The details of the ritual will vary from book to book, but may involve any of the following:
    • Forming a pact with a Fiend, Evil God, or Dark Power
    • Ritual Sacrifice or Murder
    • Using Material Components gained only by killing Celestials
    • Being a master (14th level or higher) in the School of Necromancy
  • 1 Spellcasting Component Pouch
  • 1 Arcane Focus
  • 3 Uncommon Magic Items. Chosen by the DM. Acererak keeps these curiosities to study, not to use, and they do not affect Acererak's CR.
  • 2 Rare Magic Items. Chosen by the DM. Acererak keeps these curiosities to study, not to use, and they do not affect Acererak's CR.
  • 1 Spellbook. Contains 4 random spells of 5th level or lower that can be copied by a wizard.
  • 4d4 Skill Books. Contains knowledge concerning a certain skill and topic that Acererak was interested in. For example: History (Gods of the Dead). Using the book for 5 minutes is equivalent to rolling a 15 on the related skill.
  • 2 Flasks of Alchemist's Fire
 

Albino Dwarf (1/4)

Humanoid (survival)


  • 1 Tattered Handaxe
  • 1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.

Aldani (1)

Monstrosity (nature)


  • 1 Aldani Carapace. Acts as a shield. Can be carefully crafted (smith's tools) into a set of Half-Plate armor.

Almiraj (0)

Beast (nature)


  • 1 Almiraj Horn. Acts as a dagger.

Artus Cimber (7)

Humanoid (survival)


  • 1 Bookmark (ToA pg. 206)
  • 1 Ring of Winter (ToA pg. 207)
  • 1 Tattered Set of Studded Leather Armor
  • 1 Tattered Longbow
  • 1 Journal. Details parts of Artus's life and hints at others. His motivations can easily be discerned by studying its pages for an hour. For more detailed information, a Wisdom (Insight) check of 15 or higher is required.
  • 1 Warrior's Mark. A section of skin tattooed with the names "Byrt" and "Lugg", can be used to identify Artus's body
  • 3d4 Trinkets. Items found in Artus's travels. See PHB pg. 160.

Assassin Vine (3)

Plant (nature)


  • 2d4 Lengths of Vine. Acts as a 20 foot length of rope.
  • 1d4 Bunches of Assassin Vine Fruit. Tough, with a hearty but bitter flavor. If planted and watered, grows into an Assassin Vine in 3d4 weeks.
A | Acererak - Assassin Vine

Atropal (13)

Undead (religion)


  • 1 Negative Energy Tether. This item can only be looted if the Atropal was killed without severing its umbilical cord. Creatures within 30 feet of the Negative Energy Tether can't regain hit points, and any creature that starts its turn within 30 feet of the Tether takes 10 (3d6) necrotic damage. Can be mastercrafted by a spellcaster (conjuration) into a portal to the Negative Plane. The portal retains the properties of the Negative Energy Tether, except their range increases to 60 feet, and the necrotic damage increases to 21 (6d6). A creature can use the portal to enter the Negative Plane.
  • 2d4 Atropal Fingers. Acts as a club that deals 3d6 necrotic damage on a hit. If a creature or object made of organic material is in contact with the finger, it takes 10 (3d6) necrotic damage at the start of its turn or at initiative count 20 (for objects). If a creature wielding the finger rolls a critical miss on their attack roll, they take 10 (3d6) necrotic damage.
  • 3d4 Vials of Stinking Ichor. No immediate use. Can be mastercrafted by a spellcaster (Necromancy) into a Poison of Undeath. A creature that imbibes the poison must succeed on a DC 19 Constitution saving throw or take 36 (8d8) necrotic damage. If this damage reduces the creature to 0 hit points, it dies and immediately rises as a zombie. The zombie is not controlled by anyone and acts as a normal zombie would.
  • 2 Atropal Eyes. As an action, a creature that can cast spells can destroy the eye to cast Cone of Cold. Can be mastercrafted by a spellcaster (Transmutation) into a Staff of Frost.
  • 1 Heart of an Unborn God. Requires attunement. A creature attuned to the heart has advantage on saving throws against spells and other magical effect, except those originating from the Heart. As an action, the attuned creature can summon a wraith, which materializes within 30 feet of the heart in an unoccupied space the attuned creature can see. The wraith obeys the attuned creature's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points, the attunement ends, or the attuned creature dies. Once this ability has been used, it cannot be used again until the next dawn. Curse. Each day at dawn, and whenever a wraith is summoned using the heart, the attuned creature must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion. The attuned creature does not lower their level of exhaustion on a long rest as long as the attunement remains.
  • 2d4 Chunks of Flesh of an Unborn God. If consumed as an action, increases the apparent age of a humanoid by 3d10 years, to a maximum of the creature's natural lifespan. This effect doesn’t shorten the creature’s lifespan. For the remainder of the creature’s mortal life, their emotions manifest as slight unearthly effect (similar to the Thaumaturgy spell) in a 5-foot cube they occupy. This imposes disadvantage on Charisma (Deception) checks if the creature is emotionally invested in the topic of deception.
  • 2 Atropal Skin. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into Hide Armor. A creature wearing the armor gains resistance to cold and necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. If the creature is dealt radiant damage, the armor crumbles into dust.
A | Atropal

Bodak (6)

Undead (religion)


  • 2 Bodak Eyes. No immediate use. Can be carefully crafted by a spellcaster (evocation) into an Amulet of Withering, which can cast Inflict Wounds (+5 to hit) once per day. When cast this way, the spell has a range of 60 feet. 2 Can be mastercrafted by a spellcaster (Necormancy) into a Poison of the Bodak. A humanoid creature that imbibes the potion must make a DC 13 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage. If the creature is killed by this damage, it immediately returns as a Bodak. The Bodak is hostile to all living creatures. On a successful save, the creature takes half the poison damage and is not transformed into a Bodak if killed.
  • 1 Bodak Hide. Requires attunement. Any creature within 30 feet of the Bodak Hide takes 5 necrotic damage at the start of its turn. Undead, fiends, and the attuned creature are immune to this effect. The attuned creature has this immunity during the 1 hour attunement process, but if the creature abandons the attunement before it is completed, they take necrotic damage equal to the amount they would have taken if they had not been immune to it. If the Bodak Hide is exposed to sunlight, it loses these properties and becomes nonmagical.
  • 1 Zombified Hand. Acts as an arcane focus when casting necromancy spells.
  • 1 Dessicated Heart of Orcus. 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 Orcus's layer in the Abyss instead of the intended destination.
 

Brontosaurus (5)

Beast (nature)


  • 3 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Brontosaurus Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Bronotsaurus Strength (equivalent to Hill Giant Strength).
  • 1 Brontosaurus Skull. No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.
B | Bodak - Brontosaurus

Champion (9)

Humanoid (survival)


  • 1 Tattered Greatsword
  • 1 Tattered Light Crossbow
  • 1 Tattered Set of Plate Armor
  • 1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.
  • 1 Lord's Crest. A small token of the ruling lord which can prove fealty to the land, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the crest is associated with the ruling lord.
  • 1 Shield of Glory. Acts as a shield. Displays the symbol of a wealthy patron or lord who the Champion serves, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the symbol's owner.
  • 5 Admirer's Tokens. A trinket from a person who wished to thank the Champion for their service.
  • 1 Keepsake. A trinket or memorandum hinting at the Champion's history or life.
 

Chwinga (0)

Elemental (arcana)


  • 1 Chwinga Mask. As an action, can be crushed to cast Druidcraft. A Chwinga or Chultan that witnesses this action will consider it highly offensive.
C | Champion - Chwinga

Deinonychus (1)

Beast (nature)


  • 1d6 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Dimetredon (1/4)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
 

Dragonbait (5)

Humanoid (survival)


  • 1 Holy Avenger (DMG pg. 174)
  • 2 Saurian Scent Glands. Can be squeezed to produce a random smell, determined by the DM. This destroys the Scent Gland. Can be carefully crafted by a spellcaster (evocation) into an Amulet of Scent, which requires attunement. An attuned creature can use an action to cause the amulet to emit a certain scent. This scent overpowers any scent the creature would normally give off.
  • 1d4 Admirer's Tokens. A trinket from a person who wished to thank Dragonbait for his service.
  • 1 Shield of Glory. Acts as a shield. Displays the symbol of a wealthy patron or lord who Dragonbait serves, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the symbol's owner.
D | Deinonychus - Dragonbait

Eblis (1)

Monstrosity (nature)


  • 1d4 Eblis Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
  • 1 Elbis Beak. Acts as an arcane focus for illusion spells. A wizard can use an action to cast Hypnotic Pattern from the beak. Once this feature has been used, it can't be used again until the next dawn.
E | Eblis

Firenewt Warrior (1/2)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1 Tattered Chain Shirt
  • 1 Tattered Shield
  • 1 Firenewt Fire Gland. As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.

Firenewt Warlock of Imix (1)

Humanoid (survival)


  • 1 Tattered Morningstar
  • 1 Firenewt Fire Gland. As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.
  • 1 Staff of Imix. Requires attunement. The staff has 3 charges. A creature attuned to the staff can use it as an Arcane Focus, and can expend 1 charge to cast Burning Hands (Save DC 12) from the staff. The staff regains 1d4-1 charges each day at dawn. Curse. While a creature is attuned to the staff, they must make a DC 12 Charisma saving throw at the end of each long rest and when they expend a charge from the staff. This saving throw is rolled with disadvantage if made due to a charge being expended. On a failed save, an Aspect of Imix (using the stats of a Fire Elemental) appears to the attuned creature, offering fiery power in exchange for servitude. If Imix is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.
 

Flail Snail (3)

Elemental (arcana)


  • 1 Flail Snail Shell. No immediate use. Can be mastercrafted (smith's tools) into 3 Antimagic Shields. The Shields are under the effect of an Antimagic Shell spell for 30 days. Once the time passes, they become mundane shields, though they can be further mastercrafted by a spellcaster (abjuration) into a beautiful Spellguard Shield. Can also be mastercrafted (weaver's tools) into a Robe of Scintillating Colors.
  • 1d6-1 Flail Snail Eyestalks. Acts as a mace. Three of these can be carefully crafted (smith's tools) into a magic Flail +1.
  • 1d4 Shards of Hardened Flail Snail Slime. Highly valuable, glass-like substance. A shard can be sold for 100gp.

Flying Monkey (0)

Beast (nature)


  • 1d4 Flying Monkey Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Froghemoth (10)

Monstrosity (nature)


  • 1 Froghemoth Hide. Acts as a blanket. Can be carefully crafted (smith's tools) into Studded Leather Armor or Scale Mail that requires attunement. An attuned creature gains resistance to fire and lightning damage, but if the creature takes lightning damage, it acts as if under the effects of a Slow spell until the end of its next turn.
  • 2d2 Froghemoth Tentacles. Acts as a whip that deals 1d8 damage on a hit and has the heavy property.
  • 1 Froghemoth Tongue. Acts as a whip with a range of 30 feet. On a hit, the target is grappled and must make a DC 18 strength saving throw. On a failed save, the attacker can choose to pull the target into an unoccupied space within 5 feet of them.
  • 3 Froghemoth Eyes. No Immediate use. Can be crafted (alchemist's supplies) into a Potion of Darkvision (grants Darkvision out to 60 feet for 1 hour).
  • 1 Froghemoth Stomach. Acts as a tent that is immune to acid damage. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to acid damage to a creature wearing it.
  • 2d4 Vials of Froghemoth Slime. Acts as Oil of Slipperiness
F | Firenewt Warrior - Froghemoth

Giant Four-Armed Gargoyle (10)

Elemental (arcana)


  • 3d2 Motes of Evil Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact Ogremoch, Prince of Evil Elemental Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 3 Vial of Crystalline Powder. Appears to be normal soil, can be detected by magic or if a search is performed to look for a patch of soil that shifts like a 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.
  • 2d2 Gargoyle Wings. No immediate use. 10 of these can be mastercrafted (mason’s tools) into a cloak that requires attunement. An attuned creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Curse. while attuned to the cloak, the creature is weighed down heavily. They suffer no penalty if they remove all their armor, however, while they are wearing armor their speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws. Additionally, attacks made against them have advantage while they wear armor.
  • 1 Sigil of Acererak. No immediate use. Can be mastercrafted by a spellcaster (Transmutation) into a Four-Armed Gargoyle that serves its creator but retains its alignment. The crafting requires an additional 80,000 gp of rare minerals and magical components.

Giant Snapping Turtle (3)

Beast (nature)


  • 1 Giant Snapping Turtle Shell. Acts as a shield. Can be carefully crafted (smith's tools) into Splint armor.
  • 1 Giant Snapping Turtle Jaw. Acts as a pair of handaxes. Together, can be crafted (smith's tools) into a greataxe.
  • 1 Turtle Tail. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Strider (1)

Monstrosity (nature)


  • 1 Giant Strider Fire Sac. As an action, a creature can light the Fire Sac with a torch or other open flame, and throw it at a point within 60 feet. When it hit the ground, the sac bursts, spreading fire within a 10-foot radius. Each creature in the area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in the area that aren't being worn or carried. Using the Fire Sac in this way destroys it.
 

Girallon (4)

Monstrosity (nature)


  • 1 Girallon Hide. Acts as a trophy for hunters and trappers. Can be carefully crafted (leatherworker's tools) into two thick coats that grant resistance to cold damage when worn. In extreme heat (DMG pg. 110), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Girallon Fangs. Acts as a dagger.
  • 1d4 Girallon Hands. No immediate use. Can be carefully crafted (smith's tools) into a grappling hook.

Grung (1/4)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.

Grung Elite Warrior (2)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Tattered Shortbow
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.
  • 1 Grung Warrior Head. No immediate use. Can be carefully crafted (leatherworker's tools) into a horn that makes a mesmerizing chirring noise. Each non-Grung humanoid and beast within 15 feet of the horn when it is blown and that can hear the horn must succeed on a DC 12 Wisdom saving throw or be stunned until the end of their next turn.

Grung Wilding (1)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Tattered Shortbow
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.
  • 1 Druidic Focus
G | Giant Four-Armed Gargoyle - Grung Wilding

Hadrosaurus (1/4)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
H | Hadrosaurus

Jaculi (1/2)

Beast (nature)


  • 1 Jaculi Hide. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin. 3 of these can be mastercrafted (leatherworker's Tools) into Glamoured Studded Leather Armor.
J | Jaculi

Kamadan (4)

Monstrosity (nature)


  • 1 Kamadan Pelt. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110) a creature rolls constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Snake Skins. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Kamadan Sleep Gland. As an action, can be squeezed to exude sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
 

Kobold Inventor (1/4)

Humanoid (survival)


  • 1 Kobold Invention. Roll 1d4 to determine which of the Kobold Inventor's items survived the combat.
  • Acid. as in the Player's Handbook (pg. 148)
  • Alchemist's Fire. as in the Player's Handbook (pg. 148)
  • Green Slime Pot. A creature can use its action to make an improvised ranged weapon attack with the Green Slime Pot, with a range of 5/20 feet. On a hit, the target is covered in Green Slime DMG pg. 105). Otherwise, the pot breaks and green slime covers a 5-foot-square section of wall or floor within 5 feet of the target.
  • Rot Grub Pot. A creature can use its action to make an improvised ranged weapon attack with the Rot Grub Pot, with a range of 5/20 feet. On a hit, a Swarm of Rot Grubs (VGtM pg. 208) emerges in the space of the target and remains a hazard in that square. On a miss, the Swarm of Rot Grubs instead emerges in an unoccupied square within 5 feet of the target.

Kobold Scale Sorcerer (1)

Humanoid (survival)


  • 1d4 Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to the type of damage related to the Kobold's master's color while in use.
  • 1 Draconic Arcane Focus
K | Kamadan -
Kobold Scale Sorcerer

Liara Portyr (4)

Humanoid (survival)


  • 1 Tattered Battleaxe
  • 1 Tattered Heavy Crossbow
  • 1 Tattered Set of Studded Leather Armor
  • 1 Tattered Shield
  • 1 Map to Fort Beluarian
  • 1 Charter of Exploration (ToA pg. 54)
  • 1 Bag of Treasure. Contains muffled pockets, allowing treasure to be transported silently. Holds up to 600 GP, contains 1d6 x 100 GP when found.
  • 1 Warrior's Mark. A scrap of human skin with a Flaming Fist tattoo, can be used to identify Liara's body.
L | Liara Portyr

Mantrap (1)

Plant (nature)


  • 1d4 Vials of Mantrap Pollen. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Mantrap Pollen. Any beast or humanoid within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be forced to use all of their movement on their turn to get as close to the cube as possible. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Mwaxanaré (1/8)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Amulet of the Wind Dukes. Requires attunement. An attuned creature gains telepathy out to 30 feet. Curse. While a creature is attuned to the Amulet, they must make a DC 13 Charisma saving throw at the end of each long rest. On a failed save, a vision of the Wind Dukes of Aaqa (an illusion without stats) appears to the attuned creature, offering ancient power in exchange for servitude. If they are turned down, the Wind Dukes become 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 Great Old One Patron subclass.
M | Mantrap - Mwaxanaré

Pterafolk (1)

Monstrosity (nature)


  • 1 Tattered Javelin
  • 1d2 Pterafolk wings. No immediate use. Can be carefully crafted (leatherworker's tools) into Hide Armor or Leather Armor.
P | Pterafolk

Quetzalcoatalus (2)

Beast (nature)


  • 2 Quetzalcoatlus Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor or leather armor.
Q | Quetzalcoatalus

Ras Nsi (7)

Monstrosity (nature)


  • 1 Flame Tongue Longsword (DMG pg. 170)
  • 1 Bracers of Defense (DMG pg. 156)
  • 1 Sending Stone (DMG pg. 199)
  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fang of the Yuan-Ti. Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood. When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.
R | Ras Nsi

Stegosaurus (4)

Beast (nature)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Fins. Acts as a shield. Can be mastercrafted (smith's tools) into Half-plate or plate armor.

Stone Juggernaut (12)

Construct (arcana)


  • 3 Vials 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.
  • 5d4 Juggernaut Stones. Can be used to lower the cost of creating a stone golem by 2,000 gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and attacks made with the weapon deal double damage to objects and structures.
  • 5d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
 

Su-Monster (1)

Monstrosity (nature)


  • 1 Su-Monster Brain. A creature with telepathy can use an action to mentally command the Su-Monster Brain. The brain targets one creature within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Commanding the Su-Monster Brain in this manner causes it to perish.
S | Stegosaurus - Su-Monster

Tabaxi Hunter (1)

Humanoid (survival)


  • 1 Tattered Shortsword
  • 1 Tattered Shortbow
  • 1 Set of Tattered Leather Armor
  • 1 Briefing. A short description of the mission of the hunter. Purposefully vague.

Tabaxi Minstrel (1/4)

Humanoid (survival)


  • 1d10 Darts
  • 1 Instrument. Of fine make.

Thorny (1)

Plant (nature)


  • 1d4 Twigs. Can be used as kindling.
  • 1 Regenerating Root. Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
 

Tri-Flower Frond (1/2)

Plant (nature)


  • 1 Colorful Flower. One of the following flowers is still intact (roll 1d3 to determine which one)
    • Orange Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Lingering Poison. You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or be poisoned for 1 hour. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.
    • Yellow Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Acid (PHB pg. 148).
    • Red Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Basic Poison (PHB pg. 153). The DC for avoiding the poison damage is 11.
T | Tabaxi Hunter -
Tri-Flower Frond

Vegepygmy (1/4)

Plant (nature)


  • 1 Tattered Sling
  • 1d4 Twigs. Can be used as kindling.

Vegepygmy Chief (2)

Plant (nature)


  • 1 Tattered Spear
  • 1d4 Twigs. Can be used as kindling.
  • Regenerating Root. Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
  • 1 Vial of Spores. The spores are a powder that can be dispersed into an adjacent 5-foot cube as an action. A creature in the space of the spores must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Volothamp "Volo" Geddarm (1/4)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Copy of Volo's Guide to Monsters. When studying this book for 10 minutes while making an Intelligence (History) or (Nature) check regarding certain creatures, a character can treat their d20 roll of 14 or lower as a 15. The creatures listed in the book are Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-Ti.
V | Vegepygmy - Volothamp

Xandala (7)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Psuedodragon. Named Summerwise. If a humanoid demonstrates they are good of heart, a decent conversationalist (requires a DC 13 Charisma (Persuasion) check), and can care for animals (requires a DC 13 Wisdom (Animal Handling) check), Summerwise will join them as an NPC companion.
  • 1 Spellcasting Component Pouch
  • 1d4 Healing Potions
  • 1 Arcane Focus
  • 2d4 Books (useless)
  • 1 Warrior's Mark. A section of human skin marked with golden dragon scales, can be used to identify Xandala's body
X | Xandala

Yellow Musk Creeper (2)

Plant (nature)


  • 1d4 Vials of Yellow Musk. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1d4 Lengths of Vine. Acts as a 20 foot length of rope.

Yellow Musk Zombie (1/4)

Undead (religion)


  • 1 Vial of Yellow Musk. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Yuan-Ti Broodguard (2)

Monstrosity (survival)


  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.
  • 1 Vial of Broodguard Blood. No immediate use. 5 of these can be mastercrafted (alchemist's supplies) into a Potion of Broodguard Transformation. A humanoid that drinks the potion must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated for 1d6 + 6 days, and slowly transforms into a Yuan-Ti Broodguard over that time. On a success, the creature takes 14 (4d6) poison damage and isn't otherwise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.

Yuan-Ti Nightmare Speaker (4)

Monstrosity (survival)


  • 1 Tattered Scimitar
  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.
  • 1 Fang of the Yuan-Ti. Acts as a dagger that deals an additional 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood. A creature that ingests the blood must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.
  • 1 Sigil of Dendar. Requires attunement. A creature attuned to the sigil can choose to deal an extra 3d10 necrotic damage when they hit with a melee attack. Once this ability has been used twice, it cannot be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC 13 Charisma saving throw at the end of each long rest, or when they choose to deal necrotic damage with the amulet. This saving throw is rolled with disadvantage if made due to the necrotic damage being dealt. On a failed save, an Aspect of Dendar (using the stats of a Yuan-Ti Nightmare Speaker) appears to the attuned creature, offering otherworldly power in exchange for servitude. If Dendar is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Old One Patron subclass.
Y | Yellow Musk Creeper - Yuan-Ti

Zindar (8)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Spellcasting Component Pouch
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 1 Warrior's Mark. A section of gold half-dragon skin, can be used to identify Zindar's body
  • 1 Flask of Alchemist's Fire
  • 2d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to fire damage while in use.

Zombies

Anklyosaurus Zombie (3)

Undead (religion)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Knobbed Tail. No immediate use. Can be carefully crafted (smith’s tools) into a Flail or Greatclub.
  • 1 Zombified Dinosaur Scale. Acts as an arcane focus when casting necromancy spells.

Girallon Zombie (3)

Undead (religion)


  • 1d4 Girallon Fangs. Acts as a dagger.
  • 1d4 Girallon Hands. No immediate use. Can be carefully crafted (smith's tools) into a grappling hook.
  • 1 Zombified Girallon Eye. Acts as an arcane focus when casting necromancy spells.
 

Tyrannosaurus Zombie (8)

Undead (religion)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.
  • 2d10 Tyrannosaurus Teeth. Acts as a dagger.
  • 1 Tyrannosaurus Skull. No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.
  • 1 Zombified Dinosaur Scale. Acts as an arcane focus when casting necromancy spells.
  • 1 Zombie. Trapped in the Tyrannosaurus Zombie's stomach. Attacks when the creature is looted.

Zorbo (1/2)

Monstrosity (nature)


  • 1 Zorbo Hide. No immediate use. 5 of these can be carefully crafted (leatherworker's tools) into Zorbo Hide Armor. A creature wearing Zorbo Hide Armor has AC based on the material it is standing on: AC 15 for wood or bone, AC 17 for earth or stone, AC 19 for metal, and AC 10 if the creature isn't standing on any material.
Z | Zindar - Zorbo
 

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