Mordenkainen's Creature Loot PDF

by alicommagali

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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.

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.

Creature Loot | Introduction

Allip (5)

Undead (Religion)


  • 2d4 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.
  • 2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist's supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 1 Maddening Whisper. Must be harvested at the moment of the Allip's demise. A creature within 5 feet of the Allip when it dies can choose to make a DC 14 Wisdom saving throw, on a failure taking 7 (1d8+3) psychic damage and using its reaction to make a melee weapon attack against one creature within range if possible. If the creature failed their saving throw, they gain the Maddening Whisper, which is a short phrase hinting at the Allip's terrible secret. If more than one creature attempted to gain the Maddening Whisper, the creature with the lowest roll on their Wisdom saving throw gains the secret.

Astral Dreadnought (21)

Monstrosity (nature)


  • 1 Astral Dreadnought Eye. Difficult to transport, as big as a small creature. Requires attunement. While attuned, the holder can cast Antimagic Field once per day. The holder cannot be surprised while attuned to the eye. Can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield. The holder of the shield cannot be surprised while attuned to it.
  • 2 Astral Dreadnought Claws. Difficult to transport, as big as a medium creature. No immediate use. Can be mastercrafted (smith's tool) into a magical greataxe that deals 3d6 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.
  • 5d4 Astral Dreadnought Armor Plates. Difficult to transport, as big as a medium creature. Acts as a +2 Shield that requires a strength score of 20 or greater to wield. Can be mastercrafted (smith's tools) into a set 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

Balhannoth (11)

Aberration (arcana)


  • 4 Balhannoth Tentacles. Acts as a whip that deals 2d6 slashing damage on a hit.
  • 1 Balhannoth Hide. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into studded leather armor that requires attunement. A creature attuned to the armor can cast Invisibility on itself, and can do so three times before the armor cannot be used in this way until the next dawn.
  • 2d10 Balhannoth Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice that roll better when you wager something you truly desire (advantage on rolls made to determine the outcome of a dice game).
  • 1 Heart of the Balhannoth. Creatures within 1 mile of the Heart experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the Heart. A creature can spend 10 minutes using the Heart to cast Mirage Arcane. This destroys the Heart. When cast this way, the spell always makes the surrounding area appear to be a place sought by the creature casting the spell.
  • 1 Balhannoth Skull. No immediate use. Can be mastercrafted (smith's tools) into a grotesque Helm of Teleportation (DMG pg. 174).
  • 2d4 Balhannoth Bones. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Detect Desires. For 10 minutes, the potion allows a creature to sense the emotions of creatures within 30 feet of them, even if the user can't see them. This effect is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead. Additionally, during this time, the user can use an action to force a creature within 30 feet to make a DC 16 Wisdom saving throw. On a failure, the creature's strongest desire is revealed to the user.

Berbalang (2)

Aberration (arcana)


  • 1d2 Berbalang Eyes. A creature can use its action to consume an eye. The eye then produces a spectral duplicate of the creature in an unoccupied space within 60 feet of it. While the duplicate exists, the creature is unconscious. A creature can only have one duplicate at a time. The duplicate disappears when it or the creature drops to 0 hit 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.

Boneclaw (12)

Undead (religion)


  • 1 Boneclaw Skull. Requires attunement. Can be used as an arcane focus, and grants an attuned creature resistance to cold and necrotic damage. After 1d10 days, the skull reforms into the Boneclaw, teleporting to within 1 mile of its master if necessary. If the Boneclaw's master dies, this item crumbles into useless dust.
  • 2d4 Boneclaw Claws. Acts as a magical pike. A creature wielding the Claw can use its reaction to make one melee attack with the Claw in response to a visible enemy entering its reach.
  • 2 Boneclaw Eyes. A creature hold in eye can swallow it as an action. If the user is in dim light or darkness, each creature within 5 feet of them must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The user then magically teleports up to 60 feet to an unoccupied space they can see. The destination space must be in dim light or darkness.
  • 2d8 Boneclaw Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into dice that always favor the evilest creature in the game.
  • 2d6 Bones of the Fallen Lich. No immediate use. Can be carefully crafted by a spellcaster (necromancy) into a Potion of Shadow Stealth (for 1 hour, while in dim light or darkness, the user can take the Hide action as a bonus action).
  • 1 Tome of Darkness. Incomprehensible to those who are not Wizards. A month of study will yield a method to become a Lich. These requirements allow a wizard to create or obtain a Phylactery and a Potion of Transformation. Additionally, the method requires the ability to cast Imprisonment to transfer their soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM’s control. The details will vary from book to book, but the ritual may involve any of the following:
    • Forming a Pact with a Fiend, Evil God, or Dark Power
    • Ritual Sacrifice or Murder
    • Using Material Components only gained by killing Celestials
    • Being a Master (14th level or higher) of Necromancy
  • 2d4 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.
B | Balhannoth - Boneclaw

Cadaver Collector (14)

Construct (arcana)


  • 1 Cadaver Collector Shell. No immediate use. Can be mastercrafted (smith's tools) into a Set of Splint Armor. A creature wearing the armor has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't made with adamantine weapons.
  • 2d8 Tattered Weapons. The DM selects the appropriate number of martial weapons from the Player's Handbook (page 149). These weapons count as Tattered.
  • 2d6 + 5 Corpses. Each corpse was a mighty warrior in life. At the DM's discretion, they might wear armor, have tattoos, or have unique appearances that can be used to identify who they were in life.
  • 1 Paralyzing Breath Sac. As an action, a creature holding the Sac can release a spray of Paralyzing Gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 2 Cadaver Collector Gauntlets. No immediate use. Can be carefully crafted (smith's tools) into a Cadaver's Fist, a gauntlet weapon that deals 1d4 bludgeoning damage and 1d10 necrotic damage on a hit. The Cadaver's Fist has the Heavy property.
  • 1 Cadaver Collector Engine. A creature that dies within 15 feet of the Cadaver Collector Engine cannot be raised from the dead by any means short of a Wish spell, and its soul remains bound to the material plane. These effects end if the creature's body is taken further than 15 feet from the Engine. The Engine has AC 10 and 50 hit points. If a creature deals at least 16 necrotic damage to the Engine with a single spell or attack, the Engine starts. Up to 6 corpses within 15 feet of the Engine produce a Specter, which fight on behalf of the creature who started the Engine. If a body is moved further than 15 feet from the engine, the Specter associated with that body disappears. If the Engine is reduced to 0 hit points, all Specters created by it disappear and the Engine becomes non-functional. Otherwise, the Specters exist until they are killed.

Choker (1)

Aberration (arcana)


  • 1d4 Choker Tentacles. Acts as a whip that deals an additional 3 (1d6) 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.

Clockworks

Bronze Scout (1)

Construct (arcana)


  • 1d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
  • 1 Bronze Scout Engine. The Engine has AC 10 and 7 hit points. If a creature deals at least 3 lightning damage to the Engine with a single spell or attack, the Engine starts. The engine does not start if the attack reduces the Engine to 0 hit points. Each creature in contact with the ground within 15 feet of the Engine when it starts must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. After the Engine is reduced to 0 hit points, the Engine becomes non-functional.

Iron Cobra (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.
  • 1 Vial Iron Cobra Poison. You can use this 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 13 Constitution saving throw or take 13 (3d8) poison damage.
  • 1 Vial Iron Cobra Paranoia Poison. You can use this 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 13 Constitution saving throw. On a failure, it must use its action on its next turn to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving towards a creature within 60 feet.
  • 1 Vial Iron Cobra Paralyzing Poison. You can use this 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 13 Constitution saving throw or be paralyzed until the end of its next turn.
C | Cadaver Collecter - Iron Cobra

Oaken Bolter (5)

Construct (arcana)


  • 2d4 Scrap Metal. No immediate use. Can be crafted (smith's tools) into a dagger, handaxe, light hammer, mace, sickle, or spear.
  • 1 Oaken Ballista. Acts as a Ballista (DMG pg. 255) except that it has +7 to hit, a range of 100/400 ft., and deals 15 (2d10 + 4) piercing damage on a hit.
  • 2d4 Harpoons. Acts as a javelin. A creature hit by the Harpoon is grappled (escape DC 12). While grappled this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the creature that threw the Harpoon. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The creature that threw the Harpoon can use its action to pull a creature grappled by the Harpoon 20 feet towards it in a straight line.
  • 1 Oaken Bolter Engine. The Engine has AC 10 and 15 hit points. If a creature deals at least 9 piercing damage to the Engine with a single spell or attack, the Engine starts. The engine does not start if the attack reduces the Engine to 0 hit points. Each creature within 20 feet of the Engine when it starts must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. After the Engine is reduced to 0 hit points, the 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.

Corpse Flower (8)

Plant (nature)


  • 1d6 + 3 Corpses. Each corpse was a victim of the Corpse Flower. At the DM's discretion, they might wear armor, have tattoos, or have unique appearances that can be used to identify who they were in life.
  • 1d3 Corpse Flower Tentacles. Acts as a whip. On a hit, the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage)
  • 1 Corpse Flower Stench Polyp. Each creature that starts its turn within 10 feet of the Stench Polyp must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.
  • 2d4 Corpse Flower Petals. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrophagia. A creature that drinks the potion can spend 10 minutes to consume the corpse of a dead humanoid creature. Upon the completion of the meal, the creature regains 11 (2d10) hit points. The effects of the potion fade after 24 hours.
C | Oaken Bolter - Corpse Flower

Deathlocks

Deathlock (4)

Undead (religion)


  • 1 Deathlock Staff. Acts as an Arcane Focus for a Warlock. Requires attunement. An attuned creature has advantage on saving throws against any effect that would turn it. Curse. While a creature is attuned to the staff, they must make a DC 13 Charisma saving throw at the end of each long rest and when succeed on a saving throw against an effect 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.
  • 1d4 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.
  • 1d2 Deathlock Claw. Acts as a club that deals 1d6 necrotic damage on a hit.
  • 1 Warlock's Symbol. A tome, keepsake, or tattoo that can be used to identify who the Deathlock was in life

Deathlock Mastermind (8)

Undead (religion)


  • 1 Deathlock Staff. Acts as an Arcane Focus for a Warlock. Requires attunement. An attuned creature has advantage on saving throws against any effect that would turn it. Curse. While a creature is attuned to the staff, they must make a DC 14 Charisma saving throw at the end of each long rest and when succeed on a saving throw against an effect 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.
  • 1d4 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.
  • 1d2 Deathlock Mastermind Eyes. No immediate use. Can be carefully crafted by a spellcaster (evocation) into a Grave Bolt Amulet, which requires attunement. An attuned creature can use an action to cast a ray of necrotic energy at a target within 120 feet, with a +6 bonus to hit. On a hit, the target takes 18 (4d8) necrotic damage, and if it is Large or smaller, must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Once a bolt has been fired three times from the Amulet, it can't be fired again until the next dawn.
  • 1 Warlock's Symbol. A tome, keepsake, or tattoo that can be used to identify who the Deathlock was in life

Deathlock Wight (3)

Undead (religion)


  • 1d4 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.
  • 1d4 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.
  • 1d2 Deathlock Wight Eyes. No immediate use. Can be carefully crafted by a spellcaster (evocation) into a Minor Grave Bolt Amulet, which requires attunement. An attuned creature can use an action to cast a ray of necrotic energy at a target within 120 feet, with a +5 bonus to hit. On a hit, the target takes 7 (1d8+3) necrotic damage. Once a bolt has been fired three times from the Amulet, it can't be fired again until the next dawn.
D | Deathlock - Deathlock Wight

Demons

Note. Unless the demon is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.

Alklilth (11)

Fiend (religion)


  • 2 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.
  • 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 demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 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.
  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 2d4 Vials of Alkilith Acid. Acts as a basic vial of Acid, but deals 4d6 damage on a hit.
  • 2d4 Alkilith Eyes. Any creature that isn't a demon that starts its turn within 30 feet of an Alkalith Eye must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and 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 instead subjected to the Confusion spell for l minute. While under the effect of that confusion, the creature is immune to the effects of the Eye.
  • 1 Wreath of Abyssal Moss. If left undisturbed for 1d10 weeks, transforms into a portal to a random layer of the abyss. The Wreath has AC 10 and 1 hit point.
  • 1 Vial of Alkilith Sticky Secretion. No immediate use. Can be mastercrafted (alchemist's supplies) into Sovereign Glue. The crafter must provide a flask coated with Oil of Slipperiness or the crafting will automatically fail.

Armanite (7)

Fiend (religion)


  • 1 Vial 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.
  • 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.
  • 1 Armanite Serrated Tail. Acts as a magical longsword.
  • 1 Armanite Hide. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into Armanite Hide Armor, which acts like Hide Armor that requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1d2 Armanite Horns. Requires attunement. An attuned creature can use an action to loose a bolt of lightning from the horn in a line 60 feet 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 save, or half as much damage on a successful one. Once the Horn has been used this way, it can't be used again until the next dawn.

Bulezau (3)

Fiend (religion)


  • 1 Vial 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.
  • 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.
  • 1 Bulezau Barbed Tail. Acts as a whip that deals 1d12 damage on a hit, and has the heavy property. When the whip hits a creature, that creature must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (ld8). The target dies if its hit point maximum is reduced to 0. Once the whip has conferred this disease, it loses this property.

Dybbuk (4)

Fiend (religion)


  • 1 Vial 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.
  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1d4 Dybbuk Tendrils. Acts as a magical whip that deals 1d8 necrotic damage on a hit. If the target is a creature, its hit point maximum is also reduced by an amount equal to half the necrotic damage it takes. 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.
  • 1d4 Pieces of Possessed Corpse Loot. The DM chooses the NPC that the Dybbuk possessed. Some of their loot is still present on their body.
D | Demon (Alklilth) - Demon (Dybbuk)

Maurezhi (7)

Fiend (religion)


  • 1 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.
  • 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.
  • 2d4 Maurezhi Claws. Acts as a dagger. When it successfully hits a creature other than an undead, that creature must succeed on a DC 12 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. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
  • 1 Maurezhi Hide. No immediate use. Can be carefully crafted (leatherworker's tools) into Glamoured Studded Leather armor. Instead of the normal properties of the armor, this armor may only change appearances when the creature wearing the armor consumes a medium humanoid corpse. The armor assumes the form of the consumed humanoid's clothing, an effect which lasts 1d6 days, or until the armor is removed.
  • 2d10 Maurezhi Teeth. 20 teeth act as a bag of caltrops. 5 teeth can be mastercrafted (alchemist's supplies) into a Poison of Hopelessness. A creature who drinks the poison must succeed on a DC 12 Constitution saving throw or have their Charisma score reduced by 1d4. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Charisma score to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.

Molydeus (21)

Fiend (religion)


  • 4 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.
  • 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 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.
  • 1 Demonic Weapon. Acts as a Vorpal Weapon, with the weapon and damage type dependent on the Demon Lord the Molydeus serves. Dissolves into 1 Vial of Foul Ichor if the Molydeus dies, meaning this loot must be stolen before the demon's death if it is to be used.
  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Cultist's Sigils. 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 demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Molydeus Wolf's Head. No immediate use. Can be mastercrafted (leatherworker's tools) into a Molydeus Helm, which requires attunement. A creature attuned to the Helm gains telepathy and Truesight out to 120 feet while they are wearing the helm.
  • 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)

Nabassu (15)

Fiend (religion)


  • 3 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.
  • 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.
  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Cultists' Sigils. 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 demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be 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.

Rutterkin (2)

Fiend (religion)


  • 1 Vial 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.
  • 1 Vial of Rutterkin Poison. A creature that consumes this poison must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned creature can repeat the saving throw, ending the effect on itself on a success. If the creature is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a Wish spell.

Abyssal Wretch (1/4)

Fiend (religion)


  • 1 Vial 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.
D | Demon (Nabassu) - Demon (Abyssal Wretch)

Sibriex (18)

Fiend (religion)


  • 4 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.
  • 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 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.
  • 2d4 Sets of Abyssal Chains. These chains are immune to damage from nonmagical acid. Requires attunement. An attuned creature can use an action to speak a command word. A non-demon creature within 30 feet of the attuned creature must make a DC 20 Dexterity saving throw or the chains ensnare the target and attempt to crush it. It is restrained and grappled (escape DC 15) and takes 11 (2d10) bludgeoning damage per round. If the creature escapes the grapple, it is no longer restrained.
  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 2d4 Sibriex Flesh. A creature that consumes this lump of flesh must make a DC 20 Constitution saving throw. On a successful save, the creature becomes immune to this effect. On a failed save, the creature is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the creature must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it , and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the creature to suffer another level of exhaustion. Once the creature reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.
  • 1d10 Sibriex Eyes. 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.
  • 1 Vial of Stygian Ichor. A creature that consumes this ichor is subject to a Feeblemind (save DC 21) spell. Can be mastercrafted by a spellcaster (enchantment) into a Poison of Modify Memory, which subjects its drinker to a Modify Memory (save DC 21) spell. The specifics of the memory modification are determined at the poison's creation, and take place instantaneously when the poison is consumed.
  • 2d4 Vials of Sibriex Bile. Acts as a vial of acid, but deals 35 (10d6) damage on a hit.
  • 2d4 Vials of Sibriex Poison. As an action, a creature can release this vial of spores into a 5 foot cube. Plants that aren't creatures wither in the area. Any creature that starts its turn in the area must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. The 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.

Wastrilith (13)

Fiend (religion)


  • 2 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.
  • 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.
  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 1 Cultists' 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 demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 2d4 Waterskins of Corrupted Water. A non-demon creature that consumes this water must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If a demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
  • 2 Wastrilith Claws. Acts as a greatsword that requires attunement. An attuned creature can use its action to launch a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8+4) acid damage and is pulled up to 60 feet towards the attuned creature. On a successful save, it takes half as much damage and isn't pulled. Once the greatsword uses this ability three times, it can't be used again until the next dawn.
  • 2d10 Wastrilith Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted into dice that roll better when wet with Corrupted Water (advantage on checks made to determine the outcome of dice games).
  • 1 Wastrilith Hide. no immediate use. Can be crafted (leatherworker's tools) into Half-Plate Armor that requires attunement. An attuned creature can breathe air and water.
  • 1d10 Wastrilith Fins. No immediate use. Two of these can be carefully crafted (leatherworker's tools) into a pair of Wastrilith Gauntlets, which require attunement. An attuned creature gains a swim speed equal to its walking speed, and while underwater can user their action to cause all water within 60 feet to become difficult terrain until the start of their next turn.
D | Demon (Sibriex) - Demon (Wastrilith)

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 (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 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 1d20. On a 1, the gate opens to the Endless Maze in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 1 Heartcleaver. Acts as a magic glaive that deals 2d10 damage on a hit and requires attunement. A creature must have a Strength score of 20 or higher to wield the glaive. An attuned creature may cast Hunter's Mark using the glaive, though the bonus damage of the spell only applies to attacks made with this weapon. After the glaive has cast the spell three times, it cannot do so again until the next dawn.
  • 6 Baphomet's Iron Horns. Acts as a magic shortsword. Can be mastercrafted (alchemist's supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on checks and saving throws made to escape the Maze spell and similar 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.

  • 1 Skull of Baphomet. If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened 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 this effect for the next 24 hours. 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. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened 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 this effect for the next 24 hours.
  • 1d2 Eyes of Baphomet. A creature holding the eye can crush it as an action to cast Mirage Arcane, though the range of the spell is limited to the room where the creature is currently standing. The spell has no effect outdoors. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Hide of Baphomet. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that 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 Baphomet (MToF pg. 143) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1d2 Hooves of Baphomet. Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Wall of Stone, forming a maze-like structure around themselves. Once the maul has cast this spell three times, it cannot do so again until the next dawn.
D | Demon Lord (Baphomet)

Demogorgon (26)

Fiend (religion)


  • 5 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.
  • 2 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 1d20. On a 1, the gate opens to the Gaping Maw in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 1 Aameul, Head of the Demon Prince. A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or be stunned until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make 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.
  • 1 Hathradish, Head of the Demon Prince. A creature holding the head can use its action to direct the gaze of the head towards a target within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or suffer the effects of the Confusion spell until the start of the holder's next turn. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the head until the start of his next turn. If the target looks at the head in the meantime, it must immediately make 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.

  • 4 Tentacles of Demogorgon. Acts as a magic whip that deals 1d12 damage on a hit. A creature hit by the whip must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.
  • 3d4 Scales of Demogorgon. Acts as a shield that requires attunement. An attuned creature grows a second head on their shoulder, gaining advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. The head remains even if the attunement is broken, and must be severed to be removed. Curse. A creature attuned to the shield gains a Madness of Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 1 Tail of Demogorgon. Acts as a magic whip that deals an additional 2d10 necrotic damage on a hit. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Ape Hide of the Demon Prince. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Plate Armor that 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 Demogorgon (MToF pg. 145) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 4d10 Teeth of Demogorgon. 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an area of magical darkness to immediately appear, as the spell Darkness. This darkness lasts 1 round. If four or more teeth are planted at once, an illusory duplicate of Demogorgon emerges from the ground after 1d4 rounds. Each creature within 120 feet of the duplicate must succeed on a DC 23 Wisdom saving throw or be affected as if by the Fear spell. If a creature affected by this spell fails its saving throw by 5 or more, it also gains a Madness of Demogorgon (MToF pg. 145) as its flaw. The illusory duplicate remains visible for 1 minute or until it takes damage.
  • 1d4 Claws of Demogorgon. Acts as a magic dagger. Can be mastercrafted (alchemist's supplies) into a Poison of Feeblemind. A creature that ingests the poison is subject to the Feeblemind spell (Save DC 23).
D | Demon Lord (Demogorgon)

Fraz Urb'luu (23)

Fiend (religion)


  • 5 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.
  • 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 1d20. On a 1, the gate opens to Hollow's Heart in the abyss instead of the intended destination.
  • 6 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 2 Ears of the Deceiver. No immediate use. Can be mastercrafted (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.

  • 2 Wings of the Deceiver. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Nondetection, the equivalent of an Amulet of Proof Against Detection and Location.
  • 2 Eyes of the Deceiver. A creature holding the eye can crush it as an action to cast Mislead. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 1 Tail of Fraz Urb'luu. Acts as a magic whip with a range of 15 feet. A target struck by the Tail is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Fraz Urb'luu. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Breastplate Armor that 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 Fraz-Urb'luu (MToF pg. 147) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d10 Teeth of Fraz Urb'luu. 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a simulacrum (as if created by the Simulacrum spell) to emerge from the ground in 1d10 minutes. The Simulacrum is a copy of the creature who planted the tooth, or one chosen at random if more than one creature participated.
D | Demon Lord (Fraz Urb'luu)

Graz'zt (24)

Fiend (religion)


  • 5 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.
  • 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 1d20. On a 1, the gate opens to Azzatar in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.

  • 12 Fingers of the Dark Prince. A creature holding a finger can consume it to cast one of the following spells, chosen at random: Charm Person, Crown of Madness, Detect Magic, Dispel Magic, or Dissonant Whispers (Save DC 23). The creature can consume 3 fingers at once to cast one of the following spells, chosen at random: Dominate Person, Sanctuary, or Telekinesis (Save DC 23). If the creature consumes all twelve fingers at once, they can cast one of the following spells, chosen at random: Dominate Monster or Greater Invisibility (Save DC 23). No matter how many fingers the creature consumes, they must immediately make a Wisdom saving throw, with a DC equal to 11 + the number of fingers consumed. On a failure, the creature permanently gains a Madness of Graz'zt (MToF page 149).
  • 1 Head of Graz'zt. A creature holding the Head can use it to cast Teleport. Any creature targeted by the spell is also targeted by a Command spell (Save DC 23), issued from the Head's lips as if it were from Graz'zt himself. The DM determines the nature of the Command, which Graz'zt uses to cause the most strife possible within the group. Once cast, the head cannot cast the spell again until the next dawn.
  • 1 Skin of Graz'zt. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Half Plate armor that requires attunement. As an action, an attuned creature can Polymorph into any medium humanoid form, as the spell indicates. The spell does not require concentration, and lasts until dispelled, changed again as an action, or the attunement is broken.

Jubilex (23)

Fiend (religion)


  • 6d4 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.
  • 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 1d20. On a 1, the gate opens to the Slime Pits in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 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 range of 20/60 by using a stone mechanism. On a hit, Jubilex's Slime deals 55 (10d10) acid damage if the target is a creature. If the target is metal or wearing metal armor or using metal weapons, the metal is corroded. The slime destroys up to 6 cubic feet of a metal object. Metal armor takes a -1 penalty to the AC it offers, and a metal weapon takes a -1 penalty to damage rolls. The penalty is cumulative, and the item is destroyed if the penalty reaches -5.
  • 2d4 Vials of Jubilex's Acid. Acts as a normal vial of acid, but deals 21 (4d6 + 7) acid damage on a hit. If poured over a corpse, the corpse is obliterated in 1 minute.
  • 2d4 Vials of Jubilex's Black Bile. A creature that ingests the Bile is subject to a Contagion (Save DC 18) spell, the disease of which is chosen randomly. Additionally, the creature must succeed on a DC 18 Wisdom saving throw or permanently gain a Madness of Jubilex (MToF pg. 151).
  • 2d4 Lumps of Jubilex's Rejuvenating Ooze. If fed to an Ooze, the creature regains 20 hit points at the start of each of its turns for 1 minute. If the creature takes fire or radiant damage, this trait doesn't function at the start of its next turn. The ooze only dies if it starts its turn with 0 hit points and doesn't regenerate. If fed to any other creature, that creature is targeted by a Blight (Save DC 18) spell.
  • 2d4 Vials of Jubilex's Foul Muck. Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. A creature hit by the 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)

Orcus (26)

Fiend (religion)


  • 5 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.
  • 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 1d20. On a 1, the gate opens to Thanatos in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 1 Wand of Orcus. as listed in the Dungeon master's Guide (page 227)
  • 2 Hooves of Orcus. Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use it to cast Create Undead, which can be cast at any time of day. Once the maul has cast this spell, it cannot do so again until the next dawn.
  • 2 Wings of Orcus. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Shroud of Undeath, which requires attunement. when a creature attuned to the Shroud casts Animate Dead or Create Undead, they choose the level at which the spell is cast, and the creatures created by the spells remain under their control indefinitely.
  • 1 Skull of Orcus. If a creature with at least 16 Strength lifts the skull above their head as an action, a cylinder of swirling necrotic energy 60 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.

  • 1 Orcusword. A magic +3 Greatsword that deals an additional 3d6 necrotic damage on a hit and requires attunement. A creature hit by the Orcusword must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. A creature killed by the Orcusword rises as a zombie or skeleton under the attuned creature's control after 1d10 minutes. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence. The attuned creature may cast Finger of Death (Save DC 18) using the sword. Once the Orcusword has cast this spell, it can't do so again until the next dawn.
  • 4d4 Bones of Orcus. Each can substitute for 1,000 gp worth of material components in a necromancy spell. Can be used as an arcane focus for Necromancy spells. While using this focus, a spellcaster may cast Chill Touch using the Bone, even if they don't normally know the spell.
  • 2 Horns of Orcus. Acts as a magic war pick. A target struck by the Horn is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 1 Hide of Orcus. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of a +3 Chain Shirt that 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 Orcus (MToF pg. 153) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Claws of Orcus. Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Master of Undeath. An undead creature wearing the item is immune to effects that would turn it.
  • 1d10 Teeth of Orcus. 20 teeth act as a bag of caltrops. Can be planted in the ground, causing an undead creature to emerge from the earth after 1d4 rounds. The creature that emerges is a Skeleton, Zombie, or Ghoul, chosen at random. The undead disintegrates into dust after 24 hours unless Animate Dead or similar magic is used to maintain its existence.
D | Demon Lord (Orcus)

Yeenoghu (24)

Fiend (religion)


  • 5 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.
  • 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 1d20. On a 1, the gate opens to the Death Dells in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 1 Butcher. Acts as a magical flail that deals 1d12 damage on a hit and requires attunement. On a hit, the flail creates an additional effect, chosen by at random:
    • The attack deals an extra 2d12 damage.
    • The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of the attuned creature's next turn.
    • The target must succeed on a DC 17 Wisdom saving throw or be affected by the Confusion spell until the start of the attuned creature's next turn.
  • 2 Eyes of the Gnoll Lord. A creature holding the eye can crush it as an action to cast Invisibility. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.

  • 2d10 Teeth of the Gnoll Lord. 20 teeth act as a bag of caltrops. Can be planted in the ground, causing a large iron spike to burst from the ground in 1d10 minutes. A creature in this space must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
  • 2 Incisors of the Gnoll Lord. Acts as a magic war pick. A target struck by the Incisor is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.
  • 4d4 Claws of the Gnoll Lord. Acts as a magic dagger. Can be crafted (leatherworker's tools) into a Necklace or Collar of the Gnoll Lord. A gnoll or hyena that wears the item enters a frenzy, gaining advantage on melee weapon attacks and causing attack rolls to have advantage against them.
  • 1 Hide of Yeenoghu. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of +3 Splint Armor that 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 Yeenoghu (MToF pg. 155) as their flaw. The flaw is re-rolled at the end of each long rest.
  • 2d4 Bones of Yeenoghu. Acts as a club. Can be carefully crafted (alchemist's supplies) into a Rampage Potion. For 10 minutes after consuming the potion, when the user reduces another creature to 0 hit points with a melee attack on its turn, the user may use their bonus action to move up to half their speed and make an unarmed strike.
  • 1 Skull of the Gnoll Lord. No immediate use. Can be mastercrafted (smith's tools) into a helm that requires attunement. The helm counts as heavy armor. An attuned creature can cast Fear (Save DC 17) using the helm. Once the spell has been cast three times, it cannot be cast again until the next dawn.
D | Demon Lord (Yeenoghu)

Zuggtmoy (23)

Fiend (religion)


  • 5 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.
  • 2 Greater Demon Hearts. While holding the heart, it can be used to cast Gate as a ritual. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the gate opens to the layer of Shedaklah in the abyss instead of the intended destination.
  • 2 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. 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 demon may not honor the favor if the amulet is given before the favor is complete.
  • 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 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 Lord reforms at the Amulet's location after 1d10 days.
  • 2 Eyes of the Demon Queen of Fungi. A creature holding the eye can crush it as an action to cast Plant Growth. The growth produced by the spell is entirely fungal. Can be mastercrafted by a spellcaster (divination) into a Gem of Seeing.
  • 3d4 Vials of infestation Spores. A creature can use an action to spread these spores within a 5-foot cube, which lingers for 1 minute. Any 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 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 Spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table, MToF pg. 157) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. 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.
  • 1d4 Zuggtmoy's Fungal Antlers. Acts as an arcane focus that requires attunement. An attuned creature using the antler can cast Ray of 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 of CR 1/2 or lower to sprout at that point. The type of fungus is determined by the attuned creature, and exists for 1 hour before withering away. The fungus is friendly towards the attuned creature as long as they retain their attunement to the antler, but is hostile towards all other non-fungus creatures. Once four fungi have been summoned in this manner, the antler cannot create another one until the next dawn.
  • 1d10 Pseudopods of Zuggtomy. Acts as a magic pike that deals an additional 2d8 poison damage on a hit. A target struck by the Pseudopod is affected by the Dispel Magic spell, cast at 3rd level. The spell targets a random magical effect on the target that is 3rd level or lower. If there is no such effect, this ability does not trigger.

Derro

Derro (1/4)

Humanoid (survival)


  • 1 Tattered Hooked Spear. Acts as a spear. On a hit, if the target is medium or smaller, the wielder can choose to deal no damage and knock the target prone.
  • 1 Tattered Light Crossbow
  • 1 Tattered Set of Leather Armor
  • 1 Derro Head. No immediate use. Acts as a trophy to underdark hunters and Duergar.

Derro Savant (3)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Tattered Set of Leather Armor
  • 1 Derro Head. No immediate use. Acts as a trophy to underdark hunters and Duergar.
  • 1 Derro Talisman. Acts as an arcane focus, except while exposed to sunlight.
  • 1d4 Magic Detritus. Each appears to be a trinket (PHB pg. 160) but has a minor magic item property (DMG pg. 143)
D | Demon Lord (Zuggtmoy) - Derro Savant

Devils

Note. Unless the devil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.

Black Abishai (7)

Fiend (religion)


  • 2 Black Abashai's Scimitars. Acts as a magic scimitar and a Holy Symbol to Tiamat.
  • 1d2 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.
  • 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 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.
  • 1d2 Black Abishai Wings. No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Shadow Stealth. A creature wearing the cloak can take the Hide action as a bonus action while in dim light or darkness.
  • 1d2 Black Abishai Horns. A creature holding the horn can use it to cast Darkness at a point within 120 feet of them, requiring no components. While the spell persists, the creature can move the area of darkness up 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.

Green Abishai (15)

Fiend (religion)


  • 1 Green Abashai's Longsword. Acts as a magic longsword and a Holy Symbol to Tiamat.
  • 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.
  • 3d4 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 Green Abishai Wings. No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Shapechanging, which requires attunement. An attuned creature can cast Alter Self at will, without requiring a spell slot.
  • 1d4 Green Abishai Spines. A creature holding a spine can snap it to cast Fear (Save DC 17) originating from the spine.
  • 4 Vials of Green Abishai Poison. Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 16 Constitution saving throw or take 2d10 poison damage. Additionally, the creature is poisoned 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.
D | Devil (Black Abishai) - Devil (Green Abishai)

Red Abishai (19)

Fiend (religion)


  • 1 Red Abashai's Morningstar. Acts as a magic morningstar and a Holy Symbol to Tiamat.
  • 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.
  • 3d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 2 Red Abishai Wings. No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Internal Fire, which requires attunement. An attuned creature's unarmed strikes deal an additional 1d6 fire damage on a hit.
  • 2 Red Abishai Horns. No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Gainful Strength. A creature that drinks the potion has its Strength score increase by 2, as well as its maximum for that score. A creature can't benefit from this potion more than once.
  • 1 Talisman of Tiamat. Requires attunement. An attuned creature can use its action to target one dragon it can see within 120 feet of it. The 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.

White Abishai (6)

Fiend (religion)


  • 1 White Abashai's Longsword. Acts as a magic longsword and a Holy Symbol to Tiamat.
  • 1d2 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.
  • 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 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.
  • 1d2 White Abishai Wings. No immediate use. Can be carefully crafted (leatherworker's tools) into a Cloak of Reprisal, which requires attunement. The attuned creature may use their reaction, in response to taking damage, to make a single melee weapon attack against a creature within 5 feet of them. If no creature is within reach, the attuned creature may move up to half its speed towards an enemy it can see, without provoking opportunity attacks.
  • 1d10 White Abishai Teeth. As a bonus action, a creature may consume one of the teeth. The creature gains advantage on all melee weapon attack rolls during that turn, but attack rolls have advantage against them until the start of their next turn.
D | Devil (Red Abishai) - Devil (White Abishai)

Amnizu (18)

Fiend (religion)


  • 1 Taskmaster's Whip. Acts as a magic whip. On a hit, the target takes an additional 16 (3d10) force 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.
  • 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 Amnizu Wings. No immediate use. 2 can be crafted into a Cloak of Betrayal, which requires attunement. When a creature within 60 feet of the attuned creature makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the attuned creature or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to this ability for 24 hours.
  • 1 Amnizu Scepter. A creature holding the scepter can target one creature it can see within 60 feet of them. The target must succeed on a DC 18 Intelligence saving throw or become stunned for l minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Once this property has been used, it cannot be used again until the next dawn.
  • 1 Amnizu Robes. Requires attunement. A creature attuned to the robes gains telepathy out to 1,000 feet. While communicating in this way, a creature cannot make a purposefully false statement, as if under the effect of a Zone of Truth spell
  • 2d4 Bones of the Amnizu. No immediate use. Can be carefully crafted (alchemist's supplies) into a Mindrot Poison. A creature that ingests this poison must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the end of their next turn.
  • 1 Heart of the Amnizu. No immediate use. Can be mastercrafted by a spellcaster (enchantment) into a Domination Amulet, which requires attunement and has 10 charges. An attuned creature can use an action to expend 1 or more charges from the amulet to cast one of the following spells from it (Save DC 19): Charm Person (1 charge), Command (1 charge), Dominate Person (5 charges), or Dominate Monster (8 charges). The amulet regains 1d6+4 expended charges daily 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 DC 19) on the attuned creature.
  • 2 Hands of the Amnizu. Can be used as an improvised melee weapon. On a hit, a target takes 44 (8d10) necrotic damage. The hand then loses this property. The hand can also be used as an arcane focus whether or not it has dealt damage.

Hellfire Engine (16)

Fiend (religion)


  • 3d4 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 Vials of Acidic Flame. Acts as a Vial of Acid, dealing 11 (2d10) fire damage plus 18 (4d8) acid damage on a hit.
  • 1 Lightning Flail. Acts as a magic flail that deals an additional 9 (2d8) lightning damage on a hit. Additionally, on a hit, one creature of the 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 save, or half as much damage on a successful one.
  • 1 Thunder Cannon. Acts as a siege weapon with 18 AC and 75 hit points. It takes one action to load the cannon, one action to aim it, and one action to fire it. The Thunder cannon targets a point within 120 feet of it. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
  • 4d4 Plates of Hellfire Shielding. Acts as a magical shield. 4 of these can be mastercrafted (smith's tools) into Hellfire Engine Armor. The armor is equivalent to plate armor, and the armor is immune to effects that would deteriorate or weaken it. Additionally, a creature wearing the armor is immune to any spell or effect that would alter its form.
  • 4 Hellfire Wheels. A creature with a Strength score of 20 or higher can use their action to roll the wheel in a straight line a distance equal to their speed. The wheel stops at the end of this move, or if it hits an object or creature that is Huge or larger. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire wheel enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire wheel's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire wheel stops in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire wheel. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire wheel and is no longer restrained.
  • 1 Heart of the Hellfire Engine. The Heart has AC 10 and 55 hit points. If a creature deals at least 13 bludgeoning damage to the Heart with a single spell or attack, the Heart starts like an engine. The Heart does not start if the attack reduces the Heart to 0 hit points. Each creature within 20 feet of the Heart when it starts must make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. 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. After the Heart is reduced to 0 hit points, the Heart becomes non-functional.

Merregon (4)

Fiend (religion)


  • 1 Hellforged Halberd. This halberd is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1 Hellforged Crossbow. This crossbow is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1d2 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.
  • 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 with Bless cast upon it, or if the ichor is splashed with holy water.
D | Devil (Amnizu) - Devil (Merregon)

Narzugon (13)

Fiend (religion)


  • 1 Set of Hellforged Plate Armor. This armor is immune to effects that would deteriorate or weaken it.
  • 1 Hellforged Shield. This shield is immune to effects that would 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.

Nupperibo (1/2)

Fiend (religion)


  • 1 Vial 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.
D | Devil (Narzugon) - Devil (Nupperibo)

Orthon (10)

Fiend (religion)

Note. If the Orthon triggers its Explosive retribution, only the Hellish Ichor can be harvested.


  • 1 Infernal Dagger. On a hit, the target must make a DC 17 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Brass Crossbow. This crossbow is immune to effects that would deteriorate or weaken it. The weapon can be destroyed with a DC 20 Strength check.
  • 1 Set of Hellforged Half Plate Armor. This armor is immune to effects that would deteriorate or weaken it.
  • 1d2 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.
  • 3d4 Magic Bolts. These bolts contain magical properties when fired from a crossbow. The number of bolts obtained determines their properties:
# Bolt Effect
1 Acid The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
2 Blindness The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the crossbow user's next turn.
3 Concussion The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
4 Entanglement The target must make a successful DC 17 Dexterity saving throw or be restrained for l hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
5 Paralysis The target takes 22 (4d10) lightning damage and must make a successful DC 17 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.
6 Tracking 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 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)

Archdevils

Note. Unless the archdevil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.

Bael (19)

Fiend (religion)


  • 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.
  • 5d4 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 Hellish Morningstar. Acts as a magic morningstar that deals an additional 3d8 necrotic damage on a hit.
  • 1 Set of Hellforged Plate Armor. This armor is immune to effects that would deteriorate or weaken it.
  • 2 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.
  • 2 Hooves of Bael. Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use their action to stamp a Symbol (saved DC 21, stunning effect only) into a flat surface. The Symbol lasts 24 hours before fading away. Once used this way, the maul cannot cast the spell again until the next dawn.
  • 1 Skull of Bael. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 10 feet of the skull must make a DC 22 Wisdom saving throw or become frightened for 1 round. 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. The item has the following property: when a creature who is hostile to the current owner of the item is within 10 feet of the skull, they must make a DC 22 Wisdom saving throw or become frightened for 1 round.
  • 1 Duke of Hell's Heart. A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 1d6 Locks of Bael's Hair. A single lock of hair can be spread out on the ground in a line 60 feet long or a circle 20 feet in diameter. The process of placing the hair takes 10 minutes. Once complete, a creature can utter the command word ("Bael" in Infernal) to create a Wall of Fire where the hair lies. The spell is permanent until the hair is removed (which requires entering the wall's space) or the wall is subject the Dispel Magic cast at 4th level or higher.
  • 1 Shroud of Mammon. Requires attunement. An attuned creature can cast Charm Person or Major Image at will. They can only use the spell to appeal to the greed of another creature (as determined by the DM). Otherwise, the spell fails.

Geryon (22)

Fiend (religion)


  • 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.
  • 5d4 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 Geryon's Horn. A creature can use an action to blow this horn. In response, 5d4 minotaurs (MM pg. 223) appear in unoccupied spaces of the DM's choice within 60 feet. They return to the Nine Hells after 1 hour or when they drop to 0 hit points. Once the horn has been blown, it can't be used again until 7 days have passed. The minotaurs are hostile to any creature that isn't a devil, or hasn't signed a Contract of Infernal Servitude.
  • 2 Wings of Geryon. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Archdevil Sight, which requires attunement. An attuned creature gains truesight out to 60 feet. An attuned creature can use their action to target one creature they can see within 60 feet of them. If the target can see the attuned creature, the target must succeed on a DC 23 Wisdom saving throw or become frightened of the attuned creature until the end of its next turn. Once this property is used, it cannot be used again until the next dawn.
  • 1 Geryon's Stinger. Acts as a magic dagger. On a hit, the target must succeed on a DC 21 Constitution saving throw or take 2d12 poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
  • 1 Duke of Hell's Heart. A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 4d6 Scales of Geryon. Acts as a shield that requires attunement. A creature attuned to the shield gains resistance to cold damage, and can use their action to magically teleport, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see. Once they have teleported, the shield can't be used in that manner again until the next dawn.
  • 2d4 Locks of Geryon's Hair. A single lock of hair can be spread out on the ground in a 10 10-foot lines or a circle 20 feet in diameter. The process of placing the hair takes 10 minutes. Once complete, a creature can utter the command word ("Geryon" in Infernal) to create a Wall of Ice where the hair lies. The spell is permanent until the hair is removed (which requires entering the wall's space) or the wall is subject the Dispel Magic cast at 6th level or higher.
  • 2d4 Contracts of Infernal Servitude. A creature can sign the contract as an action. The creature immediately gains 1 level in the Warlock class and must take the Pact of the Fiend, devoted to Geryon. A creature who gains this level has its soul bound to Geryon's service after death. The subclass's expanded spell list is altered as follows:
    • Burning Hands is replaced with Ice Knife (XGtE pg. 157)
    • Scorching Ray is replaced with Snilloc's Snowball Swarm (XGtE 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)

Hutijin (21)

Fiend (religion)


  • 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.
  • 5d4 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 Mace of Hutijin. Acts as a magic maul that requires attunement. An attuned creature can use their action to release lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one.
  • 2 Wings of Hutijin. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a Cloak of Infernal Despair, which requires attunement. Each creature within 15 feet of the attuned creature that isn't a devil makes saving throws with disadvantage.
  • 2 Infernal Steel Bracers. When worn together, they act as Dimensional Shackles with no additional properties. A single bracer requires attunement. An attuned creature can use the bracer to cast Lightning Bolt, Dispel Magic, and Heal. Once one of these spells has been cast using the bracer, that spell can't be cast again using the bracer until the next dawn.
  • 2d4 Vials of Hutijin's Venom. Can be applied to a weapon or piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 3d6 poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Tail of Hutijin. Acts as a magic whip that does 1d10 damage on a hit and requires attunement. An attuned creature can use their action to magically teleport, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see. Once they have teleported, the whip can't be used in that manner again until the next dawn.
  • 1 Hide of Hutijin. Acts as a blanket. Can be mastercrafted (smith's tools) into the equivalent of splint armor that requires attunement. An attuned creature can use their reaction in response to taking damage to speak in the voice of Hutijin. Each creature within 30 feet of the attuned creature that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of the attuned creature 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. Once this ability has been used 3 times, it can't be used again until the next dawn.
  • 1 Duke of Hell's Heart. A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2d4 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.

Moloch (21)

Fiend (religion)


  • 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 Moloch's Many-Tailed Whip. Acts as a magic whip with a range of 30 feet. On a hit, the target takes 2d10 lightning damage and must succeed on a Strength saving throw or be pulled up to 30 feet in a straight line towards the whip's wielder. The DC for the saving throw is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
  • 2 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.
  • 1 Archduke of Hell's Heart. A creature holding the heart can destroy it as an action to cast the Wish spell. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 Hooves of Moloch. Acts as a hammer. Can be carefully crafted (smith's tools) into a magic maul that requires attunement. A creature attuned to the maul can use their action to stamp a Symbol (saved DC 21, stunning effect only) into a flat surface. The Symbol lasts 24 hours before fading away. Once used this way, the maul cannot cast the spell again until the next dawn.
  • 1 Skin of Moloch. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into the equivalent of hooded studded leather armor that requires attunement. While the hood on the armor is raised, the attuned creature can use their action to exhale a 30-foot cube of terrifying gas. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for l minute. While frightened in this way, a creature must take the Dash action and move away from the attuned creature by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the attuned creature, the creature can repeat the saving throw. On a success, the effect ends. Once this ability has been used, it can't be used again until the next dawn.
  • 2d8 Moloch's Fangs. Acts as a magic dagger. Can be mastercrafted (alchemist's supplies) into a Poison of Moloch's Bane. A creature that ingests the poison must succeed on a DC 21 Constitution saving throw or be cursed. A cursed creature polymorphs into an Imp as long as they are within the Nine Hells. Only a Greater Restoration spell or greater magic can end this curse.
  • 2d10 Tomes of Hellish Knowledge. Contains deep lore on forbidden topics, such as History (Asmodeus). Using the book for 5 minutes is equivalent to rolling a 20 on the related skill.
D | Archdevil (Hutijin) - Archdevil (Moloch)

Titivilus (16)

Fiend (religion)


  • 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.
  • 5d4 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 Titivilus's Silver Sword. Acts as a magic longsword that deals an additional 3d10 necrotic damage on a hit. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  • 1 Tongue of Titivilus. Requires attunement. A creature attuned to the Tongue can cast Fear and Charm Person (save DC 21) using the tongue. Once each spell has been cast three times, that spell can't be cast again until the next dawn. Additionally, the attuned creature can cause their voice to emanate from any point within 60 feet of them.
  • 1 Duke of Hell's Heart. A creature holding the heart can destroy it as an action. The creature may cast any spell of 8th level or lower. No additional time or material components are required, the spell simply takes effect. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 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.
  • 2 Wings of Titivilus. Acts as a blanket. 2 of these can be mastercrafted (leatherworker's tools) into a Cloak of Invisibility.

Zariel (26)

Fiend (religion)


  • 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.
  • 4d4 Flaming Feathers of Zariel. Acts as a Holy Symbol of Asmodeus. They deal 1d4 fire damage to any creature that touches them that isn't 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 Resurrection spell.
  • 1 Archduke of Hell's Heart. A creature holding the heart can destroy it as an action to cast the Wish spell. Once a creature uses the heart in this way, its soul is bound to the Nine Hells upon its death.
  • 2 Hands of Zariel. Can be used as an improvised melee weapon. On a hit, the target takes 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the hand has dealt damage, it becomes nonmagical.
  • 1 Head of Zariel. The head continually whispers prayers of blood and vengeance. The creature who killed Zariel can always hear these prayers, no matter what distance they are from the head or what measures are taken to stop the sound. After 1d6 days, a Pit Fiend arrives at the killer's location to collect the head. If they do not have the head, the Pit Fiend will become hostile. If killed, another will come in 1d6 days. If the killer has the head and gives it to the Pit Fiend, the Pit Fiend returns to the Nine Hells to resurrect Zariel. Looking into the eyes of the head causes an epileptic fit of terror (as the spell Tasha's Hideous Laughter but without the opportunity to save and end the effect) in any creature that isn't a devil. The fit lasts 1d4 hours and cannot be stopped except by a Wish spell or divine intervention. A creature may make a DC 25 Wisdom saving throw to avert its gaze before looking directly into the eyes. The head can be traded for a major boon from an angel of Mount Celestia. It can be used as a Holy Symbol and will double the effect of any hit points healed or damage dealt by a cleric spell cast by a cleric that worships Asmodeus. If the head is buried under a castle, the walls of that castle gain immunity to any damage dealt by any non-devil creature.
  • 1 Fallen Angel's Sash. Requires attunement. An attuned creature can cast Create Undead once per day. If the sash is wrapped around a corpse or other remains, the creature can be communicated with as if affected by a Speak with Dead spell.
  • 2d4 Vials of Fallen Angel Blood. When ingested, a creature must succeed on a DC 26 Constitution saving throw or take 22 (4d10) fire damage.
D | Archdevil (Titivilus) - Archdevil (Zariel)

Drow

Drow Arachnomancer (13)

Humanoid (survival)


  • 1 Set of Drow Studded Leather. Becomes tattered when exposed to 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 ammunition as an action. A creature hit by the poisoned weapon or 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.
  • 1d4 Healing Potions
  • 1 Arcane Focus (decays in sunlight)
  • 2d4 Books (useless, decay in sunlight)
  • 1 Tome of Lolth. Requires attunement. The attuned creature can use a bonus action to magically Polymorph into a giant spider, as if it had cast the spell upon itself. Once used, this ability cannot be used again until the next dawn. Curse. While a creature is attuned to the amulet, they must make a DC 15 Charisma saving throw at the end of each long rest and when they use the amulet's ability. This saving throw is rolled with disadvantage if made due to the amulet's ability. 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 becomes an enemy of the creature for the rest of their mortal life. If her offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.
  • 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 The Demonwebs of Lolth in the Abyss instead of the intended destination.
  • 1 Devoted Amulet of Lolth. Signifies a Drow's position in their society. High-ranking Drow wear them proudly, and fakes are difficult to manufacture and easy to spot due to the rare Black Pearls set into the real ones. Worth 500 gp and grants advantage on Charisma checks made to integrate into the upper echelons of Drow society.
  • 1 Set of Holy Robes of Lolth. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, fades away to nothing. Wearing these marks a creature as one of Lolth's favored, and grants the creature the right to own slaves in Drow society. Creatures who own slaves that do not wear these robes are singled out for suspicion by Drow sentries.
  • 2 Hands of the Arachnomancer. Acts as an improvised melee weapon. On a hit, the target takes 28 poison damage, then the hand loses this ability and becomes a mundane Drow hand.

Drow Favored Consort (18)

Humanoid (survival)


  • 2 Drow Scimitars. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1 Drow Hand Crossbow. Becomes tattered when exposed to 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 ammunition as an action. A creature hit by the poisoned weapon or 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.
  • 3d4 Healing Potions
  • 1 Arcane Focus (decays in sunlight)
  • 1 Spellbook
  • 2 Flasks of Alchemist's Fire
  • 2d4 Books (useless, decay in sunlight)
  • 1 Devoted Amulet of Lolth. Signifies a Drow's position in their society. High-ranking Drow wear them proudly, and fakes are difficult to manufacture and easy to spot due to the rare Black Pearls set into the real ones. Worth 500 gp and grants advantage on Charisma checks made to integrate into the upper echelons of Drow society.
  • 1d4 Skill Books. Contain knowledge concerning a certain skill and topic that the Consort was interested in. For example: History (Drow Houses). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill
  • 1 Book of Secrets. Contains highly classified information about the house the consort serves, written from the consort's perspective. The consort could have been using this information as insurance against the house, or as part of a plot to overthrow someone in the house. In the right hands, it is invaluable.
  • 1 Keepsake. A trinket or letter revealing the Consort's true ambitions or reason for their work

Drow House Captain (9)

Humanoid (survival)


  • 2 Drow Scimitars. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1 Drow Hand Crossbow. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1 Drow Whip. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1d4 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 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

Drow Inquisitor (14)

Humanoid (survival)


  • 1 Death Lance. Acts as a lance that deals an additional 2d8 necrotic damage on a hit. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • 1 Drow Breastplate. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 3d4 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 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 Devoted Amulet of Lolth. Signifies a Drow's position in their society. High-ranking Drow wear them proudly, and fakes are difficult to manufacture and easy to spot due to the rare Black Pearls set into the real ones. Worth 500 gp and grants advantage on Charisma checks made to integrate into the upper echelons of Drow society.
  • 2 Sets of Holy Robes of Lolth. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, fades away to nothing. Wearing these marks a creature as one of Lolth's favored, and grants the creature the right to own slaves in Drow society. Creatures who own slaves that do not wear these robes are singled out for suspicion by Drow sentries.
  • 1 Holy Symbol of Lolth.
  • 1 Spellcasting Component Pouch.
  • 3d4 Trophies of Torture. The DM can choose loot from other NPCs for each trophy, or simply use trinkets. Most trophies will be of little value to anyone aside from the Inquisitor, but might be used to determine who the Inquisitor's victims were.
  • 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.

Drow Matron Mother (20)

Humanoid (survival)


  • 1 Set of Drow Half Plate Armor. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1 Demon Staff. Acts as a magic quarterstaff that deals an additional 4d6 psychic damage on a hit and requires attunement. on a hit, a target must succeed on a DC 19 Wisdom saving throw or become frightened of the attuned creature for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The attuned creature can use its action to magically summon a yochlol. The yochlol appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. The attuned creature can use a bonus action to bestow the Spider Queen's blessing on one ally they can see within 30 feet of her. The ally takes 2d6 psychic damage but has advantage on the next attack roll it makes 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.

  • 1 Tentacle Rod. DMG pg. 208
  • 3d4 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 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 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.
  • 1 Devoted Amulet of Lolth. Signifies a Drow's position in their society. High-ranking Drow wear them proudly, and fakes are difficult to manufacture and easy to spot due to the rare Black Pearls set into the real ones. Worth 500 gp and grants advantage on Charisma checks made to integrate into the upper echelons of Drow society.
  • 2 Sets of Holy Robes of Lolth. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, fades away to nothing. Wearing these marks a creature as one of Lolth's favored, and grants the creature the right to own slaves in Drow society. Creatures who own slaves that do not wear these robes are singled out for suspicion by Drow sentries.
  • 1 Holy Symbol of Lolth
  • 1 Spellcasting Component Pouch. Contains a 100 gp glass eye, a 250 gp forked metal rod attuned to Lolth's Demonwebs plane, an 1000 gp reliquary holding a sacred relic of Lolth, a 5000 gp diamond, and various other spellcasting components.
  • 2 Keepsakes. A trinket or letter revealing the Matron Mother's true ambitions or reason for their work
  • 1 Book of Secrets. Contains highly classified information about the house the matron serves, written from the matron's perspective. The consort could have been using this information as insurance against rebellion, or as part of a plot to overthrow someone in the house. In the right hands, it is invaluable.
  • 2d4 Exquisite Jewelry. Necklaces, earrings, or rings. Each is worth at least 1,000 GP.
  • 1 Tiara of the Matron Mother. Signifies the highest ranking of the Drow. The Matron Mothers are well-known throughout Drow society, 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 creature disguised as a Matron Mother without a Tiara has disadvantage on Charisma checks made to deceive Drow of their identity. If a creature appears exactly the same as a Matron Mother and is wearing the Tiara, they gain advantage on all Charisma checks made towards Drow.
  • 1d4 Drow Tribute. These trinkets and baubles are gifts to the Matron Mother. Each is worth at least 5,000 gp, and they might include rare gems or magic items.
  • 1 Seal of the Matron Mother. Corresponds to a particular Retriever controlled by the Matron Mother's house. The Seal can be activated by a Drow wearing the Tiara of the Matron Mother by speaking a secret word, usually found in the Matron Mother's Book of Secrets. The Retriever will follow any order related to retrieving an item or creature located in the Abyss. If the Retriever is sent to the lair of a Demon Lord or if it runs into a powerful demon on its journey (25% chance), it does not return and the seal becomes nonmagical. Otherwise, the Retriever returns with the item or creature in 1d4 weeks.
D | Drow Inquisitor - Drow Matron Mother

Drow Shadowblade (11)

Humanoid (survival)


  • 1 Set of Drow Studded Leather. Becomes tattered when exposed to sunlight. After 8 hours in sunlight, it rusts away to nothing.
  • 1 Shadow Sword Hilt. Requires attunement. An attuned creature can cast Shadow Blade (XGtE pg. 164) as 2nd level. Once the spell has been cast three times, it can't be cast again until the next dawn. Curse. The attuned creature is possessed by a Shadow Demon. Only a Banishment spell or similar magic can end this attunement. The attuned creature has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight, while it or the object it is attacking or perceiving is in sunlight.
  • 1 Drow Hand Crossbow. Becomes tattered when exposed to 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 ammunition as an action. A creature hit by the poisoned weapon or 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 Vial 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 Shadow Claws. Acts as a dagger +1 that deals psychic damage instead of piercing damage. The dagger is destroyed when exposed to sunlight.
  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 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 Shadowblade's true ambitions or reason for their work

Duergar

Duergar Despot (12)

Humanoid (survival)


  • 2 Duergar Despot's Iron Fist. Acts as an iron gauntlet, allowing a creature wearing the gauntlet to make unarmed strikes that deal 1d8 bludgeoning damage. The creature must be proficient in heavy armor to use the gauntlet in this way. If the target is Large or smaller, it must succeed on a Strength saving throw (the DC for which is the gauntlet 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 bludgeoning damage.
  • 2 Duergar Despot's Stomping Foot. Acts as an iron boot, allowing a creature wearing the gauntlet to make unarmed strikes that deal 1d8 bludgeoning damage. The creature must be proficient in heavy armor to use the boot in this way. A prone target takes an additional 1d8 bludgeoning damage on a hit.
  • 1 Flame Jet. A creature holding the Jet can activate it using an action. The Jet spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one. The Jet then loses this ability.
  • 1 Duergar Despot's Outer Shell. Acts as +3 Plate Armor that only fits dwarves. While worn, a creature's dexterity score is reduced to 5, and they make Constitution and Strength checks with disadvantage.
  • 1 Duergar Despot Engine. The Engine has AC 10 and 50 hit points. If a creature deals at least 10 psychic damage to the Engine with a single 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 to 0 hit points, the effect does not trigger and the engine becomes non-functional.
  • 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 Despot's Helm. A creature with an Intelligence score of 15 or higher can use the helm to ease the burden of metal armor by attuning to the helm. An attuned creature gains proficiency in heavy armor while their Intelligence score remains 15 or higher.
  • 2d4 Slave Shackles

Duergar Hammerer (2)

Construct (arcana)


  • 1 Excavation Claw. Acts as a handaxe that deals double damage to objects and structures.
  • 1 Siege Hammer. Acts as a maul that deals double damage to objects and structures.
  • 1d8 Duergar Fingers. No immediate use. Acts as a trophy among Underdark hunters and adventurers.

Duergar Kavalrachni (2)

Humanoid (survival)


  • 1 Set of Tattered Scale Mail
  • 1 Tattered Shield
  • 1 Tattered War Pick
  • 1 Tattered Heavy Crossbow
  • 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 Mind Master (2)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Mind-Poison Dagger. Acts as a dagger that deals an additional 1d6 psychic damage on a hit.
  • 1d8 Duergar Fingers. No immediate use. Acts as a trophy among Underdark hunters and adventurers.

Duergar Screamer (3)

Humanoid (survival)


  • 1 Tattered Drill. Acts as a lance that deals double damage to objects and structures.
  • 1d8 Duergar Fingers. No immediate use. Acts as a trophy among Underdark hunters and adventurers.
  • 1 Duergar Screamer Head. Marks the holder as an enemy of the Duergar. The Head has AC 10 and 5 hit points. If a creature deals at least 3 lightning damage to the Head with a single spell or attack, the Head convulses and screams. Each creature within 5 feet of the engine must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. If the attack reduces the Head to 0 hit points, the effect does not trigger and the Head becomes non-functional.
D | Drow Shadowblade - Duergar Screamer

Duergar Soulblade (1)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Duergar Soulblade Head. Marks the holder as an enemy of the Duergar. The Head has AC 10 and 5 hit points. If a creature deals at least 3 lightning damage to the Head with a single spell or attack, the Head manifests a soulblade and attacks a random target within 5 feet of the head. The attack has +5 to hit and deals 6 (1d6+3) force damage on a hit. If the lightning damage reduces the Head to 0 hit points, the effect does not trigger and the Head becomes non-functional.

Duergar Stone Guard (2)

Humanoid (survival)


  • 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.

Duergar Xarrorn (2)

Humanoid (survival)


  • 1 Set of Tattered Plate Armor
  • 1 Fire Lance. Acts as a lance that deals an additional 1d6 fire damage on a hit. A creature can discharge the lance's fire reserves to cast Burning Hands (Save DC 12) from the lance. Once the spell is cast, the lance becomes a mundane lance until a vial of Alchemist's Fire is emptied into it.
  • 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.
D | Duergar Soulblade - Duergar Xarrorn

Eidolon (12)

Undead (religion)


  • 4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 2d4 Pinches of Spirit Dust. Acts as Dust of Disappearance.
  • 2 Eidolon Eyes. A creature holding the eye can activate it by spending a Cleric or Paladin spell slot. Each creature within 60 feet of the eye that can see it must succeed on a Wisdom saving throw or be frightened of it for one minute. The DC for the saving throw is equal to 10 + the 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 available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used in this manner, the eye becomes nonmagical.

Sacred Statue (-)

Construct (arcana)


  • 4d6 Hallowed Stones. Any number of stones can be carried by a single creature, but a creature can only be attuned to a single stone at a time. If a creature attuned to the stone is affected by a curse or possessed by a creature, the curse/possession targets the stone instead of the creature. The attunement immediately ends, and the stone loses the ability to attune to a new creature. If the stone becomes possessed by a creature, the creature can end its possession of the stone normally. Can be mastercrafted by a spellcaster (abjuration) into a pair of Dimensional Shackles.

Eladrin

Autumn Eladrin (10)

Humanoid (survival)


  • 1 Autumn Longsword. Acts as a magical longsword that deals 2d8 psychic damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is unconscious and stable.
  • 1 Autumn Longbow. Acts as a magical longbow that deals 2d8 psychic damage on a hit instead of its normal damage. If this damage would reduce a creature to 0 hit points, that creature is unconscious and stable.
  • 4d4 Strands of Hair from an Autumn Eladrin. A creature can wrap a wound with a strand to cast Cure Wounds on a creature. This breaks 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.
  • 3d4 Autumn Eladrin Leaves. No immediate use. Can be mastercrafted (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 user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the user for the duration of the potion's effect. On a successful save, the creature becomes immune to this effect for 24 hours. Whenever the user deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Spring Eladrin (10)

Humanoid (survival)


  • 1 Spring Longsword. Acts as a magical longsword that deals 1d8 psychic damage on a hit instead of its normal damage. A creature struck by this weapon must succeed on a DC 16 Wisdom saving throw or be charmed by the wielder of the sword for 1 minute. The creature can repeat the saving throw at the end of their turn or whenever they take damage to end the effect.
  • 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 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 saving throw at the end of their turn or whenever they take damage to end the effect.
  • 4d4 Strands of Hair from an Spring Eladrin. A creature can tie the string around the finger of a charmed, willing, or incapacitated creature while speaking to them to cast Suggestion (save DC 16) on the creature. The spell's duration is now as long as the hair remains tied around the creature's finger. Removing the strand breaks it. 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 Confusion (save DC 16) 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.
  • 3d4 Spring Eladrin Flowers. No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Spring Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the user for the duration of the potion's effect. On a successful save, the creature becomes immune to this effect for 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 | Eidolon - Eladrin (Spring)

Summer Eladrin (10)

Humanoid (survival)


  • 1 Summer Longsword. Acts as a magical longsword that deals 2d8 fire 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 ashes.
  • 1 Summer Longbow. Acts as a magical longbow that deals 2d8 fire 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 ashes.
  • 4d4 Strands of Hair from an Summer Eladrin. A creature can wrap a strand around the hilt of a weapon. The next time the weapon would damage a creature, the attack automatically becomes a critical hit, and the strand breaks. 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 has disadvantage on its next attack roll.
  • 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 Summer Eladrin Thistles. No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Summer Eladrin Essence. For 1 minute, any non-eladrin creature that starts its turn within 60 feet of the user must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the user for the duration of the potion's effect. 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 this effect for the next 24 hours.

Winter Eladrin (10)

Humanoid (survival)


  • 1 Winter Longsword. Acts as a magical longsword that deals no damage on a hit instead of its normal damage. Instead, when swung, the sword casts Gust of Wind in the direction of the attack. The spell lasts only for the duration of the wielder's turn.
  • 1 Winter Longbow. Acts as a magical longbow that deals no damage on 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.

Elder Elementals

Leviathan (20)

Elemental (arcana)


  • 10d2 Motes of Elemental Water. Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 4 Hearts of Waves. Identical to a Mote of Elemental Water, 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 Water. The portal is stationary in the location it is crafted.
  • 2d6 Vial of Sea Foam. Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. 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 Water Elementals.
  • 1 Elder Heart of Water. Appears as a large hunk of glowing ice. If placed in a body of water, it re-forms into the Leviathan in 1d4 hours. The ice is incredibly cold , dealing 21 (6d6) ice damage to any creature that touches it, though no more than once per round. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of water. It cannot 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. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of fire and allowing it to melt.
  • 2d6 Leviathan Scales. Acts as a shield that requires attunement. An attuned creature gains resistance to acid and poison damage. An 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 be cast again until the next dawn.
  • 1d10 Leviathan Fangs. Acts as a magical longsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 acid damage (in addition to any other damage the target would take).
E | Eladrin (Summer) - Elder Elemental (Leviathan)

Phoenix (16)

Elemental (arcana)


  • 10d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 2 Hearts of Flame. Identical to a Mote of Elemental Fire, 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 Fire. The portal is stationary in the location it is crafted.
  • 2d6 Puffs of Smoke. Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. 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 Fire Elementals.
  • 1 Elder Heart of Fire. Appears as an egg-shaped cinder. If placed in a bonfire, it re-forms into the Phoenix in 1d4 hours. Otherwise, it re-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 than once per round. A creature touching the heart can use an action to 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 appear in areas within the plane that would normally be denied by a ruler of a deity or planar ruler. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of water and allowing it to fizzle out.
  • 1d10 Phoenix Feathers. No immediate use. Can be mastercrafted by a spellcaster (transmutation) into Phoenix Leather Armor, which requires attunement. An attuned creature gains resistance to fire and poison damage. An attuned creature can use its action to cast Gaseous Form, but the form is fiery rather than gaseous. Any creature that touches or enters the space of the fiery form takes 1d10 fire damage, though no more than once per round. While in this form, a creature gains immunity to fire damage. Once the spell is cast in this way, it can't be cast again until the next dawn.
  • 1d8 Phoenix Claws. Acts as a magical shortsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 fire damage (in addition to any other damage the target would take).

Elder Tempest (23)

Elemental (arcana)


  • 10d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 4 Hearts of Wind. Identical to a Mote of Elemental Air, 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 Air. The portal is stationary in the location it is crafted.
  • 2d6 Gusts 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 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.
  • 1 Elder Heart of Air. Appears as a large ball of pulsing electricity. If placed in the area of a cloud, it re-forms into the Elder Tempest in 1d4 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 round. A creature touching the heart can use an action to create a Gate, as per the spell. The gate can lead to anywhere in the elemental plane of air. It cannot 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. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of earth and letting the energy dissipate into the ground.
  • 3d4 Elder Tempest Feathers. No immediate use. Can be mastercrafted by a spellcaster (transmutation) into Tempest Leather Armor, which requires attunement. An attuned creature gains resistance to lightning and poison damage. An attuned creature can use their action while outdoors to cast Call Lightning (save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
  • 3d6 Elder Tempest Fangs. Acts as a magical longsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 lightning damage (in addition to any other damage the target would take).

Zaratan (22)

Elemental (arcana)


  • 10d2 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.
  • 4 Hearts 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.
  • 2d6 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.
  • 1 Elder Heart of Stone. Appears as a large glowing gemstone. If placed 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. The gate can lead to anywhere in the elemental plane of earth. It cannot 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. Once this power is used, it can't be used again for 7 days. The heart can only be destroyed by bringing it to the elemental plane of air and dropping it into the endless expanse.
  • 3d8 Zaratan Scales. Acts as a shield that requires attunement. An attuned creature gains resistance to thunder and poison damage. An attuned creature can use their action while in contact with the ground to cast Erupting Earth (XGtE pg. 155, save DC 15). Once the spell is cast, it can't be cast again until the next dawn.
  • 2d4 Zaratan Claws. Acts as a magical shortsword that deals double damage to objects and structures. On a hit, both the target and the wielder take 1d10 thunder damage (in addition to any other damage the target would take).
E | Elder Elemental (Phoenix) - Elder Elemental (Zaratan)

Elemental Myrmidons

Air Elemental Myrmidon (7)

Elemental (arcana)


  • 1 Set of Air Elemental Plate Armor. Requires attunement. Acts as Plate Armor of Lightning Resistance, but an attuned creature can also speak, read, and write Auran.
  • 1 Flail of Elemental Air. Acts as a magical flail. On a hit, the wielder of the flail can choose to make a Lightning Strike. The target takes 4d8 additional lightning damage, and must succeed on a DC 12 Constitution saving throw or be stunned until the end of the wielder's next turn. Once used, the Lightning Strike cannot be used again until the next dawn.
  • 3d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind. Identical to a Mote of Elemental Air, 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 Air. The portal is stationary in the location it is crafted.
  • 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 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.

Earth Elemental Myrmidon (7)

Elemental (arcana)


  • 1 Set of Earth Elemental Plate Armor. Requires attunement. Acts as Plate Armor of Poison Resistance, but an attuned creature can also speak, read, and write Terran.
  • 1 Maul of Elemental Earth. Acts as a magical maul. On a hit, the wielder of the maul can choose to make a Thunderous Strike. The target takes 3d10 additional thunder damage, and must succeed on a DC 14 Strength saving throw or be knocked prone. Once used, the Lightning Strike cannot be used again until the next dawn.
  • 3d2 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.
  • 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.

Fire Elemental Myrmidon (7)

Elemental (arcana)


  • 1 Set of Fire Elemental Plate Armor. Requires attunement. Acts as Plate Armor of Fire Resistance, but an attuned creature can also speak, read, and write Ignan.
  • 2 Scimitars of Elemental Fire. Acts as a magical scimitar. On a hit, the wielder of the scimitar can choose to make a Fiery Strike. The target takes 1d10 additional fire damage. Once used, the Fiery Strike cannot be used again until the next dawn.
  • 3d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 1 Heart of Flame. Identical to a Mote of Elemental Fire, 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 Fire. The portal is stationary in the location it is crafted.
  • 1 Puff of Smoke. Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. 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 Fire Elementals.

Water Elemental Myrmidon (7)

Elemental (arcana)


  • 1 Set of Water Elemental Plate Armor. Requires attunement. Acts as Plate Armor of Acid Resistance, but an attuned creature can also speak, read, and write Aquan.
  • 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 takes 1d10 additional cold damage, and must has its speed reduced by 10 feet until the end of the wielder's next turn. Once used, the Freezing Strike cannot be used again until the next dawn.
  • 3d2 Motes of Elemental Water. Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Water. Identical to a Mote of Elemental Water, 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 Water. The portal is stationary in the location it is crafted.
  • 1 Vial of Sea Foam. Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. 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 Water Elementals.
E | Elemental Myrmidons

Giff (3)

Humanoid (survival)


  • 1 Set of Tattered Breastplate
  • 1 Tattered Longsword
  • 1 Tattered Musket. DMG pg. 268, requires specialized knowledge to repair.
  • 1 Tattered Pistol. DMG pg. 268, requires specialized knowledge to repair.
  • 1 Fragmentation Grenade. A creature can only use this item if they have seen another creature use it, or if they succeed on a DC 15 Intelligence check before using the item. Making such a check requires an action, and the grenade detonates immediately on a failure. As an action, a creature can throw the grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.

Gith

Githyanki Gish (10)

Humanoid (survival)


  • 1 Set of Astral Half Plate. Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Longsword. Acts as a magical longsword. On a hit, it deals an additional 2d6 psychic damage.
  • 3 Vials of Githyanki Blood. When consumed as an action, acts as a Nondetection spell requiring no other material components.
  • 1 Heart of the Githyanki Gish. 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 Astral Brig in the Astral Plane instead of the intended destination.
  • 4 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.

Githyanki Kith'rak (12)

Humanoid (survival)


  • 1 Set of Astral Plate Armor. Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Greatsword. Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
  • 3 Vials of Githyanki Blood. When consumed as an action, acts as a 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.

Githyanki Supreme Commander (14)

Humanoid (survival)


  • 1 Set of Astral Plate Armor. Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Greatsword. Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
  • 4 Vials of Githyanki Blood. When consumed as an action, acts as a Nondetection spell requiring no other material components.
  • 1 Heart of the Githyanki Supreme Commander. 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 Tu'narath on the Astral Plane instead of the intended destination.
  • 6 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
  • 1 Red Talisman of Tiamat. While held, grants advantage on Charisma checks made to influence Red Dragons.

Githzerai Anarch (16)

Humanoid (survival)


  • 1 Set of Githzerai Robes. Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
  • 4 Vials of Githzerai Blood. When consumed as an action, acts as a See Invisibility spell requiring no other material components.
  • 1 Heart of the Githzerai Anarch. 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 an Adamantine Citadel somewhere on the material plane instead of the intended destination.
  • 6 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
  • 1 Sigil of the Anarch. While held by a Githzerai, their word is considered law by other Githzerai. Whenever they make a Charisma check to influence another Githzerai, they can treat a d20 roll of 9 or lower as a 10.
  • 3d4 Chaos-Matter Trinkets. These personal effects of the Githzerai Anarch are composed on matter from Limbo. A creature can make a DC 10 Intelligence check to maintain the form of the trinket as long as they are focused on it, as if they were concentrating on a spell. Otherwise, the trinkets dissolve into chaos matter in 1d6 rounds. One of these lumps of chaos matter can be used as a material component to the Creation spell, and can cause the spell to create anything. When used this way, the spell acts as if it were cast at one spell slot higher than the slot used to cast the spell, and the chaos matter is consumed.
G | Giff - Githzerai Anarch

Githzerai Enlightened (10)

Humanoid (survival)


  • 1 Set of Githzerai Robes. Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
  • 3 Vials of Githzerai Blood. When consumed as an action, acts as a See Invisibility spell requiring no other material components.
  • 1 Heart of the Githzerai Enlightened. 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 Shra'kt'lor on the Plane of Limbo instead of the intended destination.
  • 4 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
  • 1 Sigil of Enlightenment. While held by a Githzerai, grants advantage on Charisma checks made to influence other Githzerai.

Grey Render (12)

Monstrosity (nature)


  • 2d3 Grey Render Eyes. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (grants the user darkvision out to 60 feet for 1 hour).
  • 2d4 Grey Render Claws. Acts as a shortsword.
  • 2d8 Grey Render Teeth. Acts as a dagger.
  • 1 Grey Render Heart. No immediate use. Can be carefully crafted (alchemist's supplies) into a Poison of the Grey Render. A creature that ingests the poison must succeed on a DC 17 Constitution saving throw or gain the quirk of the Grey Render the poison was made from. Additionally, their Intelligence score becomes 3, their Wisdom score becomes 6, and their Charisma score becomes 8, causing them to act in an animalistic manner. These effects last for up to 8 hours, though the target can re-roll the saving throw at the end of each hour to end the effect.
  • 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

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

Kruthiks

Young Kruthik (1/8)

Monstrosity (nature)


  • 1d4 Small Kruthik Spikes. Acts as a dagger.

Adult Kruthik (2)

Monstrosity (nature)


  • 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.

Kruthik Hive Lord (5)

Monstrosity (nature)


  • 2d4 Large Kruthik Spikes. Acts as a dagger.
  • 2 Kruthik Carapace. Acts as a shield. 2 of these can be crafted (Smith's Tools) into a set of Plate Armor.
  • 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 DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a 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.
K | Kruthiks

Marut (25)

Construct (arcana)


  • 4 Marut Armor. Acts as a magic shield +2. Can be mastercrafted (smith's tools) into Plate Armor +2 or Half-Plate armor +2, which require attunement. While attuned to the armor, a creature is immune to any spell or effect that would alter its form.
  • 4 Marut Wings. No immediate use. If 4 of these are attached to a vehicle that is large or smaller (smith's tools), the vehicle gains the ability to fly 30 feet. This flight is considered hovering.
  • 4 Marut Limbs. A creature holding the limb can use their action to 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.

Meazel (1)

Humanoid (survival)


  • 1 Tattered Garrote. Simple Weapon, Finesse, Two-handed. 1d6 bludgeoning damage on a hit, and the target is grappled (escape DC 8 + Proficiency Modifier + Strength or Dexterity Modifier).
  • 1 Tattered Shortsword
  • 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.
M | Marut - Meazel

Nagpa (17)

Humanoid (survival)


  • 1 Staff of the Nagpa. Requires attunement. An attuned creature can use their action to target one creature within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the attuned creature until the start of the attuned creature's next turn . On a successful save, the target becomes immune to the staff for the next 24 hours. Curse. If the attuned creature sees a city that isn't destroyed, they must succeed on a DC 20 Charisma saving throw or become frightened of the city. The attuned creature must wait 7 days before they are able to reattempt the saving throw. If the city is destroyed, the frightened condition ends.
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 4d4 books (ancient and valuable)
  • 1 Spellbook. Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 2d4 Skill Books. Contain knowledge concerning a certain skill and topic that the Nagpa was interested in. For example: History (The Raven Queen). Using the book for 5 minutes is equivalent on rolling a 15 on 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.

Nightwalker (20)

Undead (religion)


  • 10d4 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.
  • 5d4 Negative Energy Motes. Any non-undead creature takes 14 (4d6) necrotic damage if it starts its turn within 30 feet of the mote. A creature that takes this damage must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. A creature that dies within 30 feet of the mote can't be revived by any means short of a Wish spell.
  • 5d4 Shards of the Nightwalker. Difficult to hold. Deals 14 (4d6) necrotic damage to any creature holding it, though a creature can't take this damage more than once a round. A creature holding the shard can use it to cause a creature it can see within 300 feet of it make a DC 21 Wisdom saving throw. On a failure, the target takes 26 (4d12) necrotic damage and is frightened of the shard until the end of the user's next turn. If this damage kills the creature, it dies and can't be revived by any means short of a Wish spell. The shard is destroyed when used.
N | Nagpa - Nightwalker

Oblex

Oblex Spawn (1/4)

Ooze (arcana)


  • 1 Glob 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 a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.

Adult Oblex (5)

Ooze (arcana)


  • 3d4 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 a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.
  • 1d4+1 Memory Globules. Contains the memories of a creature, including its languages and proficiencies, except saving throw proficiencies. The creature can be communicated with using Detect Thoughts or similar magic. If the memory globule is inserted into a 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 included in the memory globules.

Elder Oblex (10)

Ooze (arcana)


  • 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 a ranged weapon with a range of 20/60 by using a glove or other throwing mechanism.
  • 2d6+1 Memory Globules. Contains the memories of a creature, including its languages and proficiencies, except saving throw proficiencies. The creature can be communicated with using Detect Thoughts or similar magic. If the memory globule is inserted into a 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 included in the memory globules.
  • 2d4 Sulfurous Components. Each component can replace up to 25 gp of material components required for an Illusion spell. A creature holding the component can use an action to blow the components into a cloud that fills a 5-foot cube. The cube lasts until the beginning of the 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).

Ogres

Ogre Battering Ram (4)

Giant (survival)


  • 1 Battering Ram. acts as a Ram (DMG pg. 255)
  • 2d4 Giant's Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Bolt Launcher (2)

Giant (survival)


  • 1 Tattered Bolt Launcher. acts as a Ballista (DMG pg. 255)
  • 1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Chain Brute (3)

Giant (survival)


  • 1d4 Thick Chains. Acts as a whip with the heavy property which deals 1d8 damage on a hit.
  • 1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Ogre Howdah (2)

Giant (survival)


  • 1 Tattered Howdah. The Howdah is a compact fort that can be carried by a large creature. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the large creature, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the large creature dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the large creature.
  • 1d4 Giant's Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.
O | Oblex Spawn - Ogre Howdah

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

Frost Salamander (9)

Elemental (arcana)


  • 3 Frost Salamander Hides. No immediate use. Can be carefully crafted (leatherworker's tools) into the equivalent of Studded Leather, Scale Mail, or Chain Mail armor, which requires attunement. An attuned creature wearing the armor gains immunity to cold damage and vulnerability to fire damage.
  • 2d6 Frost Salamander Fangs. Acts as a longsword that does an additional 1d10 cold damage on a hit.
  • 3d4 Motes of Elemental Ice. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or air elementals when cast this way.
  • 1 Frost Salamander Ice Gullet. A creature holding the gullet can use it to cast Cone of Cold (save DC 17). Once used in this way, the gullet loses this property.

Shadar-Kai

Gloom Weaver (9)

Humanoid (survival)


  • 1 Shadow Spear. Acts as a magic spear. The first time the spear hits a creature, that creature takes an additional 26 (4d12) necrotic damage. The spear then loses this ability.
  • 1 Set of Shadar-Kai Shrouded Robes. Requires attunement. When the attuned creature takes damage, it can turn invisible and teleport up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. Once used three times, this property of the cloak can't be used again until the next dusk.
  • 2d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
  • 1 Heart of the Gloom Weaver. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the heart.
  • 3d4 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.
  • 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 visions at the whim of the Raven Queen.

Shadow Dancer (7)

Humanoid (survival)


  • 1 Shadar-Kai Spiked Chain. Acts as a magic whip. The first time the whip hits a creature, that creature takes an additional 22 (4d10) necrotic damage. The whip then loses this ability.
  • 1 Set of Shadar-Kai Studded Leather. Acts as magic Studded Leather that dissolves in direct sunlight.
  • 1d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
  • 1 Heart of the Shadow Dancer. As a bonus action, a creature can crush the heart to teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The creature can use this ability between the weapon attacks of another action it takes.
  • 2d4 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.
  • 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 visions at the whim of the Raven Queen.

Soul Monger (11)

Humanoid (survival)


  • 1 Phantasmal Dagger. Acts as a magic dagger. The first time the dagger hits a creature, that creature takes an additional 19 (3d12) necrotic damage and has disadvantage on saving throws until the end of its next turn. The dagger then loses this ability.
  • 1 Set of Shadar-Kai Studded Leather. Acts as magic Studded Leather that dissolves in direct sunlight.
  • 2d4 Strands of Shadar-Kai Hair. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance.
  • 1 Heart of the Soul Monger. Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the heart has its speed 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 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.
  • 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 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

Skulk (1/2)

Humanoid (survival)


  • 1d4 Skulk Fingers. A creature can use their action to consume a finger. For the next 10 minutes, that creature is invisible. However, the invisibility can be seen through by the following methods:
    • The creature's reflection can be seen in a mirror
    • The creature appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown
    • Humanoid children, aged 10 and under, can see the creature

Skull Lord (15)

Undead (religion)


  • 1 Set of Skull Lord Plate Armor. Acts as a set of Plate Armor of Necrotic Resistance.
  • 1 Bone Staff. Acts as a magic quarterstaff that deals an additional 2d6 necrotic damage on a hit.
  • 1 Cloak of the Skull Lord. Requires attunement. If the attuned creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the attuned creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Curse. The attuned creature has its personality split into three voices, who argue constantly in its head, imposing disadvantage on Wisdom saving throws the attuned creature makes.
  • 1 Tabbard of the Skull Lord. Requires attunement. An attuned creature can cast Animate Dead as a 5th-level spell. The creatures only remain under the attuned creature's control while they are attuned to the tabbard. Once used, the tabbard cannot cast the spell again until the next dusk.
  • 1 Crown of the Skull Lord. Requires attunement. While within 30 feet of the attuned creature wearing the crown, any undead ally of the attuned creature makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
  • 3 Skulls of the Skull Lord. The remains of a warlord of Vecna, can reveal lore about the Lich God if spoken to via Speak With Dead. If more than one skull is spoken to together, they can be targeted by the spell as a group, but will argue and fight instead of answering questions. Acts as an arcane focus for necromancy spells.
  • 3d6 Bones of the Skull Lord. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Necrotic Resistance. During the duration of the potion, if the creature fails a saving throw, it can choose to succeed instead. Once used, this ability can't be used again for the duration of the potion.
  • 1 Desiccated Heart. If the heart is placed in the chest of a corpse that died within the past 10 days, the corpse regains its soul and turns into a Ghoul. It retains the personality it had while alive, but its alignment becomes evil if it wasn't already. The creature is driven by hunger and will do anything to feed constantly. This affect can affect even unwilling souls, although a God or master of a plane can prevent the 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.

Sorrowsworn

The Angry (13)

Monstrosity (nature)


  • 4d4 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.
  • 4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Heads of the Angry. Continues to bicker even after being severed. Can substitute for 500gp of material components required for an evocation spell.
  • 2 Hooks of the Angry. Acts as a Greataxe that deals piercing damage instead of slashing.
  • 1 Heart of Anger. No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Angry. For 10 minutes, a creature that uses the potion has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. If a creature deals damage to it, its attack rolls have advantage until the end of its next turn.

The Hungry (11)

Monstrosity (nature)


  • 3d4 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.
  • 4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Claws of the Hungry. Absorbs liquids it is placed into. Can substitute for 500gp of material components required for an necromancy spell.
  • 1d10 Teeth of the Hungry. Acts as a dagger that deals an additional 1d6 necrotic damage on a hit.
  • 1 Heart of Hunger. No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Hungry. For 10 minutes, a creature that uses the potion has advantage on attack rolls until the end of its next turn if it sees another creature regain hit points.
S | Skulk - Sorrowsworn (The Hungry)

The Lonely (9)

Monstrosity (nature)


  • 2d4 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.
  • 4d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2 Harpoons of the Lonely. Acts as dart that deals 1d8 damage on a hit. On a hit, a creature is grappled (escape DC is equal to the wielder's Strength modifier + the wielder's proficiency bonus + 8) if it is a Large or smaller creature.
  • 1 Heart of Loneliness. No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Lonely. For 10 minutes, a creature that uses the potion has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.

The Lost (7)

Monstrosity (nature)


  • 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.
  • 3d4 Flesh of the Sorrowsworn. No immediate use. Can be crafted (alchemist's supplies) into a Draught of the Sorrowsworn. A creature that drinks this potion gains resistance to nonmagical bludgeoning, slashing, and piercing damage while in dim light or darkness, but gains vulnerability to nonmagical bludgeoning, slashing, and piercing damage in bright light for 10 minutes.
  • 2d3 Arms of the Lost. Acts as a War Pick that deals 1d10 damage on a hit.
  • 1 Heart of Loss. No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Lost. For 10 minutes, a creature that uses the potion deals 9 (2d8) psychic damage at the start of its turn to any creature it has grappled.

The Wretched (1/4)

Monstrosity (nature)


  • 1 Wisp 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.
  • 1 Heart of the Wretched. No immediate use. Destroyed if exposed to bright light. Can be mastercrafted (alchemist's supplies) into a Potion of The Wretched. For 10 minutes, a creature that uses the potion has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated. The creature otherwise has disadvantage on attack rolls.

Star Spawn

Star Spawn Grue (1/4)

Aberration (arcana)


  • 1d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.

Star Spawn Hulk (10)

Aberration (arcana)


  • 5d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2 Translucent Star Spawn Hide. Acts as a translucent blanket. Can be mastercrafted (leatherworker's tools) into Chain Mail armor that is effectively invisible. While being worn, a creature must succeed on a DC 15 Intelligence (Investigation) check to determine the armor exists.
  • 1 Star Spawn Hulk Brain. When the brain is dealt psychic damage, it takes no damage, and each creature within 10 feet of the brain takes that damage instead. If the source of the damage is a spell with additional effects beyond damage, none of those effects carry over to the other creatures. The brain has AC 5 and 2 hit points.
  • 2d4 Star Spawn Teeth. No immediate use. Can be carefully crafted (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 their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Larva Mage (16)

Aberration (arcana)


Note. When the Larva Mage dies, it breaks into a Swarm of Insects. The Worms of the Larva Mage are only obtainable if the Swarm of insects is destroyed.

  • 6d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Larva Mage's Scrolls. Contains Eldritch Writing on how to become a Star Spawn Larva Mage. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Larva Mage served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance 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 control. Only a Wish spell can undo this transformation.
  • 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 reaction to gain 10 temporary hit points when another creature within 20 feet of it fails a saving throw.
  • 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 saving throw. On the first failure, the attuned creature gains a special 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 Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Mask of an Eldritch Cult. Acts as an arcane focus for a Warlock, 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

Star Spawn Mangler (5)

Aberration (arcana)


  • 2d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2d10 Star Spawn Mangler Claws. Acts as a dagger. On a hit, if the attack roll has advantage, the dagger deals an additional 1d6 psychic damage.
  • 1d4 Star Spawn Teeth. No immediate use. Can be carefully crafted (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 their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Seer (13)

Aberration (arcana)


  • 1 Comet Staff. Requires attunement. Acts as a magic quarterstaff that deals an additional 2d8 psychic damage on a hit. An attuned creature can use the staff to make a Psychic Orb attack. The attack uses the creature's Intelligence modifier for its attack bonus, and deals 5d10 psychic damage on a hit. Once used, the staff cannot produce another Psychic Orb until the next dawn.
  • 5d4 Vials of Star Ichor. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Seer's Scrolls. Contains Eldritch Writing on how to become a Star Spawn Seer. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Seer served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance that the entity overtakes the warlock's body and turns it into a Star Spawn Seer. The Seer becomes a hostile creature under the DM's control. Only a Wish spell can undo this transformation.
  • 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 saving throw. On the first failure, the attuned creature gains a special 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 Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Star Spawn Seer Brain. A creature holding the brain can destroy it as an action. When they do, they must make a DC 19 Wisdom saving throw. On a success, the creature, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space it can see, and each other creature within 10 feet of the creature's original space take 19 (3d12) psychic damage. On a failure, the creature holding the brain does not teleport, and takes 39 (6d12) psychic damage.
  • 2d4 Chunks of Out-of-Phase Star Spawn Flesh. Difficult to transport, must be held or contained in something that extends into the ethereal plane. A chunk of flesh can be pushed into the body of a creature. The creature takes 5 (1d10) psychic damage, and the chunk of flesh is destroyed.

Female Steeder (1)

Monstrosity (nature)


  • 1d4 Vials of Female Steeder Venom. Acts as a basic poison that deals 2d8 poison damage on a failed save.
  • 1d4 Sticky Legs. Acts as a club. A target hit by the club is stuck to the club and grappled by the wielder of the club.

Male Steeder (1/4)

Monstrosity (nature)


  • 1d4 Vials of Male Steeder Venom. Acts as a basic poison that deals 1d8 poison damage on a failed save.

Steel Predator (16)

Construct (arcana)


  • 5 Steel Predator Armor Plates. Acts as a shield. 2 of these can be mastercrafted (smith's tools) into Adamantine Plate Armor.
  • 3d10 Steel Predator Teeth. Acts as a magic adamantine dagger.
  • 4d4 Steel Predator Claws. Acts as a magic adamantine shortsword.
  • 1 Modron Heart. A creature holding the heart can use it to cast Plane Shift as a ritual. The only destinations available to shift to using this spell are the plane of Primus or the city of Sigil. If a creature is already in one of these locations, they can only shift to the other.
  • 1 Extraplanar 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 Steel Predator's Quarry even if they are not on the same plane of existence, and the location of the Steel Predator's creator.
  • 1 Steel Predator Tail. Acts as a magic adamantine whip.
  • 1 Steel Predator Throat. No immediate use. Can be mastercrafted (smith's tools) into a Horn of Blasting. This particular horn only has a 10% chance of exploding.

Stone Cursed (1)

Construct (arcana)


  • 1 Obsidian Skull. A small black skull found in the wreckage of a Stone Cursed. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull, which is in response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.
  • 1d4 Cursed Stones. Any number of stones can be carried by a single creature, but a creature can only be attuned to a single stone at a time. If a creature attuned to the stone is affected by a curse or possessed by a creature, the curse/possession targets the stone instead of the creature. The attunement immediately ends, and the stone loses the ability to attune to a new creature. If the stone becomes possessed by a creature, the creature can end its possession of the stone normally. Curse. At the end of each long rest, an attuned creature must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained 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

Sword Wraith Commander (8)

Undead (religion)


  • 1 Sword Wraith Breastplate. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 2d4 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.
  • 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.

Sword Wraith Warrior (3)

Undead (religion)


  • 1 Sword Wraith Chain Shirt. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow. Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Wisp 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.
  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
S | Sword Wraith Commander - Sword Wraith Warrior

Tortle (1/4)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Tattered Light Crossbow
  • 1 Tortle Shell. Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.

Tortle Druid (2)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Tortle Shell. Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token. A small totem that can act as a druidic spell focus

Trolls

Dire Troll (13)

Giant (survival)


  • 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 poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Troll Blood. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 2d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more 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

Rot Troll (9)

Giant (survival)


  • 3d4 Chunks of Rot Troll Meat. Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the 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 (alchemist's supplies) into a Potion of Vitality.
  • 1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Rot Troll Limbs. Remains moving and attacks the nearest non-giant 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:
d10 Result
1-2 Head
3-4 Left Arm
5-6 Right Arm
7-8 Left Leg
9-10 Right Leg

  • 1 Rot Troll Hide. Difficult to transport, deals 5 (1d10) necrotic damage to anything organic it touches, though no more than once per round. Can be crafted (leatherworker's tools) into Leather Armor of Necrotic Resistance.
T | Tortle - Troll (Rot)

Spirit Troll (11)

Giant (survival)


  • 3d4 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 3d4 Pinches of Spirit Dust. Acts as Dust of Disappearance.
  • 2d4 Chunks of Spirit Troll Flesh. Can be consumed as rations. When eaten, the user must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 1d10 Spirit Troll Teeth. 20 of these teeth act as a bag of caltrops that can affect incorporeal creatures. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Spirit Troll Limbs. Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not subdued with mental or magic energy, regrows into a Spirit Troll in 1d4 hours. If dealt at least 10 psychic or force damage every hour, 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

Venom Troll (7)

Giant (survival)


  • 2d4 Chunks of Venom Troll Meat. Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Venom Troll Blood. Acts as basic poison, but requires a Constitution save of 16 and deals 1d8 poison damage
  • 1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 1 Venom Troll Limb. 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 Venom Troll in 1d4 hours. If dealt at least 10 acid or fire damage every hour, 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 | Troll (Spirit) - Troll (Venom)

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

Yugoloths

Canoloth (8)

Fiend (religion)


  • 2d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 1 Canoloth Tongue. Acts as a magic whip that deals 1d12 piercing damage on a hit.
  • 2d6 Canoloth Teeth. No immediate use. Can be crafted (alchemist's supplies) into a Potion of Alertness. For 1 hour after drinking the potion, a creature cannot be surprised while is isn't incapacitated.
  • 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.
  • 1 Canoloth Hide. Acts as a blanket. Can be carefully crafted into Chain Mail armor of Acid Resistance.
  • 1 Chunk of Canoloth Brain Matter. Creatures can't teleport to or from 1 space within 60 feet of the brain matter. Any attempt to do so is wasted.

Dhergoloth (7)

Fiend (religion)


  • 2d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 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.

Hydroloth (9)

Fiend (religion)


  • 2d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 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.
  • 2d4 Hydroloth Claws. Acts as a magic dagger that is well-suited to use underwater. While the user is submerged in liquid, attack rolls made with the dagger have advantage.
  • 1d2 Eyes of the Hydroloth. A creature can use its action to consume the eye and target a creature within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this effect for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5. they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A Greater Restoration or Remove Curse spell cast on the target ends this effect early.
  • 2d10 Hydroloth Teeth. Acts as a magic shortsword that requires attunement. While attuned to the sword, a creature is under the effect of a Water Walk spell.
  • 1 Hydroloth Hide. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. While attuned to the cloak, a creature is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.
Y | Yugoloth (Canoloth) - Yugoloth (Hydroloth)

Merrenoloth (3)

Fiend (religion)


  • 1 Oar of the Merrenoloth. Acts as an arcane focus for a warlock that requires attunement. While attuned to the oar, the warlock may cast Control Water or Control Weather without expending a spell slot. Once Control Water has been cast, it cannot be cast again until the next dawn. Once Control Weather has been cast, the oar becomes nonmagical.
  • 1d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 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.
  • 1 Merrenoloth Skull. A creature can use their action to point the skull 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 minute. The frightened target can repeat the saving throw at the end of 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 tools) into the figurehead of a ship. The ship gains the following benefits as long as the skull remains on the figurehead. Removing the skull causes it to become nonmagical.
    • The ship doesn't sink even if its hull is breached.
    • The ship always stays on course to the destination the captain names.
    • Creatures the captain chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.

Oinoloth (12)

Fiend (religion)


  • 3d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 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.
  • 2d4 Plague Seeds. When the Oinoloth is slain, these plague seeds are scattered in random locations (chosen by the DM) within 60 feet of the body. The area within 30 feet of a plague seed is blighted for 24 hours. The area moves with the seed, and if two or more seeds overlap areas on blight, only one effect occurs within the overlap. After 24 hours have elapsed, the seeds wither and become nonmagical. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the effects of the plague seeds for the next 24 hours. On a failed save, the creature takes 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.
  • 1d2 Oinoloth Eyes. A creature can use its action to consume the eye and target a creature within 30 feet of it. The target must succeed on a DC 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 the target's saving throw is successful, the target is immune to this effect for the next 24 hours.
  • 2 Oinoloth Horns. No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Corrupted Healing. A creature that drinks the potion regains all its hit points, and can end one condition on themselves: blinded, deafened, paralyzed, or poisoned. The creature then gains 1 level of exhaustion, and their hit point maximum is reduced by 1d6 per class level they have, or a number of d6s equal to their CR. This reduction can be removed only by a Wish spell or by casting Greater Restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0
  • 1 Oinoloth Skin. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature is immune to disease, has advantage on saving throws against being poisoned, and has resistance to poison damage.

Yagnoloth (11)

Fiend (religion)


  • 3d4 Vials of Black Ichor. Can be consumed as an action. A creature 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 teleports to the plane of Gehenna.
  • 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.
  • 1 Electrified Hand. Acts as a magic club that deals as additional 2d8 lightning damage on a hit.
  • 1 Massive Arm. Acts as a magic greatclub that deals 1d12 damage on a hit.
  • 1 Book of Contracts. Contains information on Yugoloth contracts the Yagnoloth has written and adjudicated. A creature studying the book for an hour can use it to craft a nearly perfect contract, which contains loopholes only able to be located by powerful magic or godlike entities. However, a creature is under no compulsion to honor the contract if they sign it.
  • 2 Yagnoloth Eyes. A creature can use its action to consume the eye and target an incapacitated creature within 15 feet of it. The target takes 36 (7d8+4) necrotic damage, and the creature using the eye gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
  • 1 Yagnloth Hide. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature can use their action to direct up to two allied creatures within 60 feet that can hear them to use their reactions to make one melee attack each. Once the cloak has been used this way, it can't be used again until the next dawn.
  • 1d2 Yagnoloth Wings. Requires attunement by a warlock. Acts as a Wand of Lightning Bolts that does not regain charges.
Y | Yugoloth (Merrenoloth) - Yugoloth (Yagnoloth)

Appendix III: Crafting Index

Abjuration
  • Cyclops Eye (careful)
  • Shambling Mound Root-Stem (master)
  • Heart of the Tarrasque (master)
  • Vampire Heart (master)
  • Heart of the Yugoloth (master)
Abjuration (MToF)
  • Hallowed Stones (master)
Alchemist’s Supplies/Herbalism Kit
  • Aarakocra Feathers
  • Vial of Ectoplasm
    • Banshee
    • Demilich
    • Shadow Demon
    • Ghost
    • Specter
    • Will-o'-wisp
    • Wraith
  • Basilisk Stomach (master)
  • Death Tyrant Skull (careful)
  • Strong Bugbear Heart
  • Cambion Horns
  • Centaur Hooves
  • Chimera Claws
  • Cloaker Blood
  • Cloaker Eyes
  • Cyclops Heart (careful)
  • Demilich Teeth (careful)
  • Foul Ichor (master)
    • Jackalwere
  • Barlgura Tusks (careful)
  • Glabrezu Claws (careful)
  • Goristro Horns (master)
  • Hezrou Spines (master)
  • Demon Snake Tail (master)
    • Lizardfolk King/Queen
  • Marilith Head (master)
  • Vrock Eyes
  • Demon Spider Legs (master)
  • Erinyes Feathers (master)
  • Imp Wings (master)
  • Doppelganger Brain (careful)
  • Motes of Shadow (master)
  • Black Dragon Tail (master)
  • Blue Dragon Tail (master)
  • Green Dragon Tail (master)
  • Red Dragon Tail (master)
  • White Dragon Tail (master)
  • Ancient Brass Dragon Sleep Salve(master)
  • Ancient Bronze Dragon Repulsion Salve(master)
  • Ancient Copper Dragon Slowing Salve(master)
  • Ancient Gold Dragon Weakening Salve(master)
  • Ancient Silver Dragon Paralyzing Salve(master)
  • Drider Legs
  • Drider Eyes
  • Dryad Heart (master)
  • Duergar Head (careful)
  • Duergar Head (master)
  • Eye of the Empyrean (master)
  • Ettin Heart (careful)
  • Motes of Green Flame
  • Fomorian Stomach Lining (careful)
  • Cloud Giant Heart (careful)
  • Fire Giant Heart (careful)
  • Frost Giant Heart (careful)
  • Hill Giant Heart (careful)
  • Stone Giant Heart (careful)
  • Storm Giant Heart (careful)
  • Gorgon Stomach (master)
  • Grell Beak (careful)
  • Hell Hound Teeth (careful)
  • Strong Hobgoblin Heart (careful)
  • Kraken Eyes (master)
  • Lizardfolk Heart of Semuanya (careful)
  • Minotaur Horns (master)
    • Minotaur Skeleton
  • Heart of the Mummy (master)
  • Naga Bones
  • Nothic Eye (careful)
  • Oni Eyes (master)
  • Ochre Jelly (careful)
  • Orc Left Eye of Fury
  • Orc War Chief’s Head (careful)
  • Adult Remorhaz Heat Gland (master)
  • Young Remorhaz Heat Gland (master)
  • Remorhaz Antennae (careful)
  • Roper Eye
  • Roper Eye (careful)
  • Sahuagin Fin
  • Sahuagin Baron Heart (master)
  • Shambling Mound Vines
  • Eyes of the Sphinx (master)
  • Gullet of the Tarrasque (master)
  • Tarrasque Stomach Acid (master)
  • Claws of the Tarrasque (master)
  • Troll Blood (careful)
  • Umber Hulk Antennae (careful)
  • Unicorn Hooves (master)
  • Arcanaloth Eyes (master)
  • Rhino Horn (careful)
Alchemist’s Supplies/Herbalism Kit (MToF)
  • Vial of Ectoplasm
    • Allip
    • Dybbuk
    • Drow Shadowblade
    • Eidelon
    • Retriever
    • Sword Wrath Commander
    • Sword Wraith Warrior
    • Spirit Troll
    • Vampiric Mist
  • Astral Dreadnought Tail (master)
  • Balhannoth Bones (careful)
  • Corpse Flower Petals (careful)
  • Foul Ichor (master)
    • Drow Shadowblade
    • Retriever
  • Molydeus Fingers (careful)
  • Sibriex Eyes (careful)
  • Sibriex Blood
  • Baphomet's Iron Horns (master)
  • Bones of Yeenoghu (careful)
  • Blue Abishai Horn (master)
  • Red Abishai Horn (master)
  • Bones of the Narzugon (master)
  • Horns of an Archdevil (master)
  • Autumn Eladrin Leaves (master)
  • Spring Eladrin Flowers (master)
  • Summer Eladrin Thistles (master)
  • Winter Eladrin Pine Needles (master)
  • Grey Render Eyes
  • Bones of the Grey Render (careful)
  • Howler Eyes (master)
  • Nagpa Eyes (master)
  • Strands of Shadar-Kai Hair (careful)
  • Bones of the Skull Lord (careful)
  • Flesh of the Sorrowsworn
  • Heart of Anger (master)
  • Heart of Hunger (master)
  • Heart of Lonliness (master)
  • Heart of Loss (master)
  • Heart of the Wretched (master)
  • Star Ichor
  • Star Spawn Teeth (careful)
  • Canoloth Teeth
  • Oinoloth Horns (master)
Appendix I | Abjuration - Alchemist's Supplies/Herbalism Kit
Alchemist’s Supplies/Poisoner’s Kit
  • Aboleth Mucous (careful)
  • Ankheg Acid
  • Cockatrice Venom (careful)
  • Barlgura Tusks (careful)
  • Glabrezu Claws (careful)
  • Hezrou Stench Glands (careful)
  • Ancient Black Dragon Acid Pouch (master)
  • Ancient Blue Dragon Lightning Organ (master)
  • Ancient Green Dragon Poison Lung (master)
  • Ancient Red Dragon Fire Sac (master)
  • Ancient White Dragon Ice Gland (master)
  • Brass Dragon Tail (master)
  • Ancient Brass Dragon Fire Sac (master)
  • Bronze Dragon Tail (master)
  • Ancient Bronze Dragon Lightning Organ (master)
  • Copper Dragon Tail (master)
  • Ancient Copper Dragon Acid Pouch (master)
  • Gold Dragon Tail (master)
  • Ancient Gold Dragon Fire Sac (master)
  • Silver Dragon Tail (master)
  • Ancient Silver Dragon Ice Gland (master)
  • Flumph Tentacles
  • Eyes of the Mummy Lord (master)
  • Vampire Dust (careful)
  • Vampire Fangs (master)
  • Giant Wasp
Alchemist’s Supplies/Poisoner’s Kit (MToF)
  • Maurezhi Teeth (master)
  • Baphomet's Bestial Blood (master)
  • Claws of Demogorgon (master)
  • Ears of the Deceiver (master)
  • Bones of the Amnizu (careful)
  • Moloch's Fangs (master)
  • Grey Render Heart (careful)
  • Flesh of the Sorrowsworn
  • Oinoloth Horns (master)
Brewer’s Supplies
  • Gas Spore Malt (careful)
  • Shrieker Malt (careful)
  • Violet Fungus Malt (careful)
  • Myconid Malt (careful)
  • Sovereign Malt (careful)
Calligrapher’s Supplies
  • Drider Spinneret
  • Griffon Feathers
  • Harpy Feathers
  • Hippogriff Feathers
  • Kenku Feathers
  • Owlbear Feathers
  • Pegasus Feathers
  • Peryton Feathers
  • Stirge Stinger
  • Blood Hawk Feathers
  • Eagle Feathers
  • Snake Feathers
  • Giant Eagle Feathers
  • Giant Owl Feathers
  • Giant Vulture Feathers
  • Hawk Feathers
  • Owl Feathers
  • Raven Feathers
  • Vulture Feathers
Carpenter’s Tools
  • Hands of the Empyrean (careful)
  • Kraken Skull (master)
  • Kraken Ribcage (master)
  • Purple Worm Teeth (careful)
  • Tail of the Tarrasque (master)
  • Horns of the Tarrasque (master)
Carpenter's Tools (MToF)
  • Merrenoloth Skull (careful)
Conjuration
  • Azer Heart (careful)
  • Beholder Eyestalks (master)
  • Kraken Hearts (master)
  • Sphinx Feathers (master)
  • Heart of the Androsphinx (master)
  • Ribcage of the Tarrasque (master)
  • Wisp of Shadow (careful)
    • Shadow
    • Vampire
    • Wight
    • Wraith
Conjuration (MToF)
  • Death Kiss Tentacle (master)
  • Gauth Tentacle (master)
  • Wisp of Shadow (careful)
    • Allip
    • Boneclaw
    • Deathlock Mastermind
    • Deathlock Wight
    • Nabassu
    • Meazel
    • Nightwalker
    • Gloom Weaver
    • Shadow Dancer
    • Soul Monger
    • Skull Lord
    • The Angry
    • The Hungry
    • The Lonely
    • The Lost
    • The Wretched
    • Sword Wraith Commander
    • Sword Wraith Warrior
    • Vampiric Mist
  • Astral Dreadnought Heart (master)
  • Heart of Waves (master)
    • Leviathan
    • Water Elemental Myrmidon
  • Heart of Flame (master)
    • Phoenix
    • Fire Elemental Myrmidon
  • Heart of Wind (master)
    • Elder Tempest
    • Air Elemental Myrmidon
  • Heart of Stone (master)
    • Zaratan
    • Earth Elemental Myrmidon
Cook’s Utensils
  • Remorhaz Legs (careful)
  • Slaad Liver (careful)
  • Tail of the Tarrasque (master)
  • Shark Fin
Divination
  • Mind Flayer Brain (careful)
  • Nothic Eye (master)
  • Otyugh Eyestalk (careful)
  • Rakshasa Hands (master)
  • Roc Heart (careful)
  • Heart of the Gynosphinx (master)
  • Eyes of the Tarrasque (master)
  • Vampire Hand (careful)
  • Xorn Eye
  • Nycaloth Horns (careful)
Divination (MToF)
  • Eyes of Baphomet (master)
  • Eyes of the Deceiver (master)
  • Eyes of Jubilex (master)
  • Eyes of the Gnoll Lord (master)
  • Eyes of the Demon Queen of Fungi (master)
Enchantment
  • Nalfeshnee Tusks (careful)
  • Horns of the Tarrasque (master)
  • Umber Hulk Eyes (careful)
  • Vampire Eyes (careful)
Enchantment (MToF)
  • Astral Dreadnought Horns (master)
  • Stygian Ichor (master)
  • Heart of the Amnizu (master)
Appendix I | Alchemist's Supplies/Poisoner's Kit - Enchantment
Evocation
  • Dragon Turtle Steam Organ (master)
  • Heart of Wind (master)
    • Air Elemental
    • Invisible Stalker
  • Heart of Stone (master)
    • Earth Elemental
    • Galeb Duhr
    • Xorn
  • Heart of Fire (master)
    • Fire Elemental
  • Heart of Waves (master)
    • Water Elemental
    • Water Weird
  • Beard Hairs of the Storm Giant (master)
  • Mummy Lord Dust (master)
Evocation (MToF)
  • Deathlock Mastermind Eyes (careful)
  • Deathlock Wight Eyes (careful)
Illusion
  • Cloaker Wing (master)
  • Displacer Beast Paws (careful)
  • Arcanaloth Hide (master)
Jeweler’s Tools
  • Aboleth Teeth (careful)
  • Death Knight Bones
  • Goristro Teeth (careful)
  • Devil Eyes (master)
  • Devil Teeth (careful)
  • Blue Dragon Eyes (master)
  • Red Dragon Eyes (master)
  • Gold Dragon Eyes (master)
  • Silver Dragon Eyes (master)
  • Dragon Turtle Eyes (master)
  • Fomorian Evil Eye (careful)
  • Hell Hound Teeth (careful)
  • Manticore Teeth (careful)
  • Nightmare Hooves (careful)
  • Pegasus Hooves (careful)
  • Rakshasa Fangs (careful)
  • Rakshasa Eyes (master)
  • Roper Teeth (careful)
  • Red Slaad Claws (master)
  • Troll Teeth (careful)
  • Ultroloth Eyes (master)
  • Crocodile Teeth (careful)
  • Hooves (careful)
  • Elephant Toes (careful)
  • Tusks (careful)
  • Giant Crab Claw (master)
  • Giant Scorpion Claw (master)
  • Shark Teeth (careful)
  • Killer Whale Teeth (careful)
  • Mammoth Tusks (careful)
  • Polar Bear Teeth (careful)
  • Winter Wolf Teeth (careful)
Jeweler’s Tools (MToF)
  • Balhannoth Teeth (careful)
  • Boneclaw Teeth (careful)
  • Armanite Hooves (careful)
  • Howler Teeth (careful)
  • Spirit Troll Teeth (careful)
Leatherworker’s Tools
  • Aboleth Tail (careful)
  • Aboleth Hide (master)
  • Aboleth’s Bladder (master)
  • Behir Hide (master)
  • Behir Tail (careful)
  • Spectator Hide (master)
  • Bullywug Bladder
  • Cambion Wing (master)
  • Cloaker Head (careful)
  • Couatl Hide (careful)
  • Chasme Head (careful)
  • Goristro Hide (master)
  • Nalfeshnee Hide (master)
  • Vrock Hide (master)
  • Barbed Devil Hide (careful)
  • Bone Devil Hide (master)
  • Bone Devil Wings (careful)
  • Pit Fiend Hide (master)
  • Dinosaur Hide (careful)
  • Plesiosaurus Bladder
  • Tattered Pteranodon Wings (careful)
  • Displacer Beast Tentacles (master)
  • Displacer Beast Hide (master)
  • Black Dragon Wing (master)
  • Black Dragon Hide (master)
  • Blue Dragon Wing (master)
  • Blue Dragon Hide (master)
  • Green Dragon Wing (master)
  • Green Dragon Hide (master)
  • Red Dragon Wing (master)
  • Red Dragon Hide (master)
  • White Dragon Wing (master)
  • White Dragon Hide (master)
  • Brass Dragon Wing (master)
  • Brass Dragon Hide (master)
  • Bronze Dragon Wing (master)
  • Bronze Dragon Hide (master)
  • Copper Dragon Wing (master)
  • Copper Dragon Hide (master)
  • Gold Dragon Wing (master)
  • Gold Dragon Hide (master)
  • Silver Dragon Wing (master)
  • Silver Dragon Hide (master)
  • Dragon Turtle Hide (master)
  • Hands of the Empyrean (careful)
  • Faerie Dragon Wings (master)
  • Deep Gnome Hide
  • Grick Hide
  • Grimlock Hide
  • Hell Hound Hide (careful)
  • Hippogriff Pelt
  • Hippogriff Pelt (careful)
  • Hydra Heads (careful)
  • Kraken Hide (careful)
  • Kuo-Toa Hide (careful)
  • Lizardfolk Hide (careful)
  • Manticore Wings
  • Merfolk Hide (careful)
  • Merrow Hide (careful)
  • Minotaur Hide
  • Owlbear Hide
  • Piercer Hide
  • Purple Worm Stomach Lining
  • Purple Worm Stomach Lining (careful)
  • Quaggoth Hide (careful)
  • Rakshasa Pelt (master)
  • Remorhaz Stomach
  • Remorhaz Stomach (careful)
  • Roc Feathers (master)
  • Roper Hide (careful)
  • Hand of a Sahuagin Baron (careful)
  • Salamander Hide (master)
  • Death Slaad Hide (master)
  • Throat of the Sphinx (careful)
  • Sphinx Pelt (careful)
  • Succubus/Incubus Wings (careful)
  • Gullet of the Tarrasque (master)
  • Unicorn Pelt (master)
  • Wyvern Wings (master)
  • Yeti Hide
  • Yeti Throat
  • Snake Skin
    • Yuan-Ti
  • Snake Skin (careful)
    • Yuan-Ti
  • Nycaloth Wings (careful)
  • Ape Hide
  • Baboon Pelt
  • Baboon Pelt (careful)
  • Bat Pelt
  • Bat Pelt (careful)
  • Black Bear Hide
  • Blink Dog Hide
  • Boar Hide
    • Wereboar
  • Brown Bear Hide (careful)
    • Werebear
  • Camel Hide
  • Cat Pelt
  • Cat Pelt (careful)
  • Death Dog Hide (careful)
  • Deer Pelt
  • Deer Pelt (careful)
  • Dire Wolf Hide (careful)
  • Elephant Hide (careful)
  • Giant Ape Hide (careful)
  • Giant Ape Fangs
  • Giant Badger Hide
  • Giant Bat Hide
  • Giant Boar Hide (careful)
  • Crocodile Hide (careful)
  • Giant Elk Hide
  • Giant Goat Hide
  • Giant Hyena Hide (careful)
  • Poisonous Snake Skin
  • Poisonous Snake Skin (careful)
  • Giant Rat Hide
  • Giant Weasel
  • Goat Pelt
  • Goat Pelt (careful)
  • Hyena Pelt
  • Hyena Pelt (careful)
  • Jackal Pelt
  • Jackal Pelt (careful)
  • Killer Whale Hide (careful)
  • Lion Hide (careful)
  • Mammoth Hide (careful)
Appendix I | Evocation - Leatherworker's Tools
Leatherworker's Tools (cont.)
  • Mastiff Hide
  • Mule Hide
  • Panther Hide
  • Polar Bear Hide (careful)
  • Pony Hide
  • Pony Hide (careful)
  • Rat Pelt
    • Wererat
  • Rat Pelt (careful)
  • Rhino Hide (careful)
  • Horse Hide
  • Horse Hide (careful)
    • Tiger Hide (careful)
  • Weretiger
  • Weasel Pelt
  • Weasel Pelt (careful)
  • Winter Wolf Pelt (careful)
  • Wolf Hide
    • Werewolf
  • Worg Hide
Leatherworker’s Tools (MToF)
  • Balhannoth Hide (careful)
  • Armanite Hide (careful)
  • Maurezhi Hide (careful)
  • Molydeus Wolf's Head (master)
  • Molydeus Hide (master)
  • Nabassu Wings (careful)
  • Wastrilith Hide
  • Wastrilith Fins (careful)
  • Hide of Baphomet (master)
  • Ape Hide of the Demon Prince (master)
  • Wings of the Deceiver (master)
  • Hide of Fraz-Urb'luu (master)
  • Skin of Graz'zt (master)
  • Wings of Orcus (master)
  • Hide of Orcus (master)
  • Claws of Orcus
  • Claws of the Gnoll Lord
  • Hide of Yeenoghu (master)
  • Zuggtmoy's Fungal Flesh (master)
  • Black Abishai Wings (careful)
  • Blue Abishai Wings (careful)
  • Green Abishai Wings (careful)
  • Red Abishai Wings (careful)
  • White Abishai Wings (careful)
  • Wings of Geryon (master)
  • Wings of Hutijin (master)
  • Skin of Moloch (master)
  • Wings of Titivilus (master)
  • Grey Render Hide (careful)
  • Howler Hide (careful)
  • Howler Throat (careful)
  • Frost Salamander Hide (careful)
  • Translucent Star Spawn Hide (master)
  • Rot Troll Hide
  • Hydroloth Hide (master)
  • Oinoloth Skin (careful)
  • Yagnoloth Hide (master)
Mason’s Tools
  • Gargoyle Wings (master)
  • Kraken Ribcage (master)
  • Ribcage of the Tarrasque (master)
Necromancy
  • Bones of the Lich (careful)
  • Revenant Heart (careful)
  • Ribcage of the Tarrasque (master)
Necromancy (MToF)
  • Bones of the Fallen Lich (careful)
  • Nabassu Eyes (master)
Smith’s Tools
  • Aboleth Tentacles (master)
  • Ankheg Claw (careful)
  • Basilisk Fang
  • Behir Claws (master)
  • Behir Fangs
  • Beholder Eye (master)
  • Bulette Head Plate (careful)
  • Bulette Claws
  • Chuul Carapace (careful)
  • Chuul Pincers (master)
  • Glabrezu Carapace (master)
  • Bone Devil Skull (master)
  • Ice Devil Carapace (master)
  • Pit Fiend Head (master)
  • Spined Devil Spines (careful)
  • Dinosaur Claw
  • Knobbed Tail (carefully)
  • Triceratops Horns (careful)
  • Tyrannosaurus Skull (master)
  • Ancient Black Dragon Skull (master)
  • Black Dragon Claws (master)
  • Black Dragon Scales (master)
  • Ancient Black Dragon Horns (master)
  • Adult Black Dragon Skull (master)
  • Adult Black Dragon Horns (master)
  • Ancient Blue Dragon Skull (master)
  • Blue Dragon Claws (master)
  • Blue Dragon Scales (master)
  • Ancient Blue Dragon Horn (master)
  • Adult Blue Dragon Skull (master)
  • Adult Blue Dragon Horn (master)
  • Ancient Green Dragon Skull (master)
  • Green Dragon Claws (master)
  • Green Dragon Scales (master)
  • Green Dragon Spines (master)
  • Adult Green Dragon Skull (master)
  • Ancient Red Dragon Skull (master)
  • Red Dragon Claws (master)
  • Red Dragon Scales (master)
  • Ancient Red Dragon Horns (master)
  • Adult Red Dragon Skull (master)
  • Adult Red Dragon Horns (master)
  • Young Red Dragon Horns (master)
  • Ancient White Dragon Skull (master)
  • White Dragon Claws (master)
  • White Dragon Scales (master)
  • Ancient White Dragon Frond (master)
  • Adult White Dragon Skull (master)
  • Adult White Dragon Frond (master)
  • Ancient Brass Dragon Skull (master)
  • Brass Dragon Claws (master)
  • Brass Dragon Scales (master)
  • Ancient Brass Dragon Frill (master)
  • Adult Brass Dragon Skull (master)
  • Adult Brass Dragon Frill (master)
  • Ancient Bronze Dragon Skull (master)
  • Bronze Dragon Claws (master)
  • Bronze Dragon Scales (master)
  • Ancient Bronze Dragon Horns (master)
  • Adult Bronze Dragon Skull (master)
  • Adult Bronze Dragon Horns (master)
  • Young Bronze Dragon Horns (master)
  • Ancient Copper Dragon Skull (master)
  • Copper Dragon Claws (master)
  • Copper Dragon Scales (master)
  • Ancient Copper Dragon Frond (master)
  • Adult Copper Dragon Skull (master)
  • Adult Copper Dragon Frond (master)
  • Ancient Gold Dragon Skull (master)
  • Gold Dragon Claws (master)
  • Gold Dragon Scales (master)
  • Gold Dragon Fins (master)
  • Adult Gold Dragon Skull (master)
  • Ancient Silver Dragon Skull (master)
  • Silver Dragon Claws (master)
  • Silver Dragon Scales (master)
  • Silver Dragon Fins (master)
  • Adult Silver Dragon Skull (master)
  • Dragon Turtle Claws (master)
  • Dragon Turtle Shell Fragments (master)
  • Titan’s Skull (master)
Appendix I | Leatherworker's Tools - Smith's Tools
Smith’s Tools (cont.)
  • Gorgon Hide (master)
  • Gorgon Skull (careful)
  • Grick Beak (careful)
  • Hook Horror Carapace (careful)
  • Kraken Scales (master)
  • Naga Scales (careful)
  • Nothic Claws (master)
  • Purple Worm Teeth (careful)
  • Purple Worm Scales (master)
  • Adult Remorhaz Carapace
  • Young Remorhaz Carapace
  • Roc Beak (careful)
  • Sahuagin Baron Head (careful)
  • Bones of the Tarrasque (master)
  • Scales of the Tarrasque (master)
  • Teeth of the Tarrasque (master)
  • Umber Hulk Claws (careful)
  • Umber Hulk Carapace (careful)
  • Wyvern Scales (master)
  • Mezzoloth Shell (careful)
  • Giant Ape Skull (careful)
Smith’s Tools (MToF)
  • Astral Dreadnought Eye (master)
  • Astral Dreadnought Claws (master)
  • Astral Dreadnought Armor Plates (master)
  • Astral Dreadnought Teeth (master)
  • Balhannoth Skull (master)
  • Cadaver Collector Shell (master)
  • Cadaver Collector Gauntlets (careful)
  • Scrap Metal
  • Skull of Baphomet (master)
  • Hooves of Baphomet (careful)
  • Hooves of Orcus (careful)
  • Skull of Orcus (master)
  • Skull of the Gnoll Lord (master)
  • Plates of Hellfire Shielding (master)
  • Hooves of Bael (careful)
  • Skull of Bael (master)
  • Hide of Hutijin (master)
  • Hooves of Moloch (careful)
  • Howler Teeth (careful)
  • Kruthik Carapace
  • Marut Armor (master)
  • Marut Wings
  • Retriever Plates (master)
  • Steel Predator Armor Plates (master)
  • Steel Predator Throat (master)
  • Tortle Shell (careful)
Tinker’s Tools
  • Cog of Primus (master)
  • Gyro of Primus (master)
Transmutation
  • Animate Carpet Patch (master)
  • Dracolich Bone (master)
  • Demonic Jewelry
  • Clumps of Golem Clay (master)
  • Flesh Golem Limbs (master)
  • Hunks of Golem Iron (master)
  • Golem Stones (master)
  • Homunculus Clay (careful)
  • Mandrake Root (careful)
  • Hydra Heart (master)
  • Medusa Heart (master)
  • Ogre Heart (master)
  • Otyugh Stomach (careful)
  • Rakshasa Tongue (master)
  • Roc Eye (careful)
  • Hag’s Soul Stone (careful)
  • Wisp of Shadow (master)
    • Shadow
    • Vampire
    • Wight
  • Succubus/Incubus Heart (master)
  • Skull of the Tarrasque (master)
  • Yeti Eyes (careful)
Transmutation (MToF)
  • Wisp of Shadow (master)
    • Allip
    • Boneclaw
  • Wisp of Shadow (master)
    • Deathlock Mastermind
    • Deathlock Wight
    • Nabassu
    • Meazel
    • Nightwalker
    • Gloom Weaver
    • Shadow Dancer
    • Soul Monger
    • Skull Lord
    • The Angry
    • The Hungry
    • The Lonely
    • The Lost
    • The Wretched
    • Sword Wraith Commander
    • Sword Wraith Warrior
    • Vampiric Mist
  • Phoenix Feathers (master)
  • Elder Tempest Feathers (master)
Weaver’s Tools
  • Bulette Tendon (careful)
  • Divine Hair
  • Mane of the Sphinx (master)
  • Strands of Hair from a Unicorn’s Mane (master)
Weaver's Tools (MToF)
  • Strands of Hair from an Autumn Eladrin (master)
  • Strands of Hair from an Spring Eladrin (master)
  • Strands of Hair from an Summer Eladrin (master)
  • Strands of Hair from an Winter Eladrin (master)
Woodcarver’s Tools
  • Ancient Black Dragon Skull (master)
  • Adult Black Dragon Skull (master)
  • Ancient Blue Dragon Skull (master)
  • Adult Blue Dragon Skull (master)
  • Ancient Green Dragon Skull (master)
  • Adult Green Dragon Skull (master)
  • Ancient Red Dragon Skull (master)
  • Adult Red Dragon Skull (master)
  • Ancient White Dragon Skull (master)
  • Adult White Dragon Skull (master)
  • Ancient Brass Dragon Skull (master)
  • Adult Brass Dragon Skull (master)
  • Ancient Bronze Dragon Skull (master)
  • Adult Bronze Dragon Skull (master)
  • Ancient Copper Dragon Skull (master)
  • Adult Copper Dragon Skull (master)
  • Ancient Gold Dragon Skull (master)
  • Adult Gold Dragon Skull (master)
  • Ancient Silver Dragon Skull (master)
  • Adult Silver Dragon Skull (master)
  • Griffon Feathers (careful)
  • Hippogriff Feathers (careful)
  • Kenku Feathers (careful)
  • Kraken Teeth (careful)
  • Owlbear Feathers (careful)
  • Pegasus Feathers (careful)
  • Peryton Feathers (careful)
  • Satyr’s Horn (careful)
  • Skull of the Tarrasque (master)
  • Branches
    • Treant
    • Awakened Tree
  • Blood Hawk Feathers
  • Eagle Feathers (careful)
  • Snake Feathers (careful)
  • Giant Eagle Feathers (careful)
  • Giant Eagle Feathers (careful)
  • Giant Vulture Feathers (careful)
  • Hawk Feathers (careful)
  • Owl Feathers (careful)
  • Raven Feathers (careful)
  • Vulture Feathers (careful)
Woodcarver’s Tools (MToF)
  • Skull of Baphomet (master)
  • Skull of Orcus (master)
  • Skull of Bael (master)
58
Appendix I | Smith's Tools - Woodcarver's Tools
 

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