The Complete Monster Hunter Loot Tables

by Amellwind

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Jaggi CR 1/2 - 1 Carve

Carve Chance Carve Name Slots
1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS
Jaggi Hide
Armor magically mends itself to counteract daily wear and tear

Jaggi Scale
+1 to survival checks


WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
+1 piercing damage


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material

Bird Wyvern Bone
Uncommon armor Crafting Material



Jaggia CR 1 - 1 Carve

Carve Chance Carve Name Slots
1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS
Jaggi Hide
Armor magically mends itself to counteract daily wear and tear

Jaggi Scale
+1 to survival checks


WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
+1 piercing damage


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material

Bird Wyvern Bone
Uncommon armor Crafting Material



Great Jaggi CR 2 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-2 ---- Jaggi Scale (A)
3-5 1-5 2x Screamer Sac (O)
6-12 6-7 Great Jaggi Hide (A)
13-17 8-10 Great Jaggi Claw (W)
---- 11-18 King's Frill (W)
18-19 19 Great Jaggi Head (A)
20 20 Bird Wyvern Gem (A)

ARMOR MATERIAL EFFECTS
Jaggi Scale
+1 to survival checks

Great Jaggi Hide
Reduces necrotic damage by 2.

Great Jaggi Head
Increase duration of consumables by 6 seconds

Bird Wyvern Gem
Gourmand: You double amount of days you can go without food or water before suffering a level of exhaustion.


WEAPON MATERIAL EFFECTS
Great Jaggi Claw
+1 slashing damage

King's Frill
A weapon that has a stun effect has its DC increased by +2


OTHER MATERIAL EFFECTS
2x Screamer Sac
Material used in crafting Sonic Bombs


Baggia CR 1 - 1 Carve

Carve Chance Carve Name Slots
1-7 Bird Wyvern Fang (W)
8-12 Baggi Hide (W)
13-16 Baggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS
Baggi Scale
+1 to athletic checks


WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
+1 piercing damage


Baggi Hide
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material

Bird Wyvern Bone
Uncommon armor Crafting Material


Great Baggi CR 2 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-2 ---- Baggi Scale (A)
3-5 1-5 2x Sleep Sac (O)
6-12 6-7 Great Baggi Hide (A,W)
13-17 8-10 Great Baggi Claw (W)
---- 11-18 King's Crest (A,W)
18-19 19 Great Baggi Piel (A,W)
20 20 Bird Wyvern Gem (A)

ARMOR MATERIAL EFFECTS
Baggi Scale
+1 to athletic checks

Great Baggi Hide
Reduces cold damage by 2.

King's Crest
Increases saving throws vs sleep by +2

Great Baggi Piel
+1 damage with weapons that use ammunition

Bird Wyvern Gem
Capture Expert: You have advantage when attempting to capture a creature of Large or smaller size.


WEAPON MATERIAL EFFECTS
Great Baggi Hide
Once per long rest when you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become Incapacitated for 1d4 turns or until they take damage.

Great Baggi Claw
+1 slashing damage

King's Crest
A weapon that has a charge effect begins battle with 1 charge.

Great Baggi Piel
The bearer can read books they are touching while sleeping.


OTHER MATERIAL EFFECTS
2x Sleep Sac
Material used to craft sleep potions or bombs


Wroggi CR 1

Carve Chance Carve Name Slots
1-7 Bird Wyvern Fang (W)
8-12 Wroggi Hide (A)
13-16 Wroggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS
Wroggi Hide
As a bonus action gain resistance to acid damage until the end of your next turn. You cannot use this ability again until you complete a short or long rest.

Wroggi Scale
+1 to nature checks


WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
+1 piercing damage


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material

Bird Wyvern Bone
Uncommon armor Crafting Material


Great Wroggi CR 2 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-2 ---- Wroggi Scale (A)
3-5 1-5 Wroggi Poison Sac (W,O)
6-12 6-7 Great Wroggi Hide (A)
13-17 8-10 Great Wroggi Claw (W)
---- 11-18 King's Crest (A,W)
18-19 19 Great Wroggi Piel (A)
20 20 Bird Wyvern Gem (A)

ARMOR MATERIAL EFFECTS
Wroggi Scale
+1 to nature checks

Great Wroggi Hide
Reduces poison damage by 2.

King's Crest
Increases saving throws vs poisoned by +2

Great Wroggi Piel
+1 to charisma saving throws.

Bird Wyvern Gem
Team player: You may use the help action as a bonus action twice per long rest.


WEAPON MATERIAL EFFECTS
Wroggi Poison Sac
Once per long rest when you hit a creature, it must succeed on a DC 13 Constitution saving throw or become Poisoned for 1d4 turns or until they take damage.

Great Wroggi Claw
+1 slashing damage

King's Crest
Light & Heavy bowguns normal ammo deal +1 damage


OTHER MATERIAL EFFECTS
Wroggi Poison Sac
Material used for creating poisons


Velociprey CR 1/4 - 1 carve

Carve Chance Carve Name Slots
1-8 Velociprey Fang (W)
9-13 Velociprey Hide (A)
14-18 Velociprey Scale (A)
19-20 Sm Monsterbone (O)

ARMOR MATERIAL EFFECTS
Velociprey Hide
reduces fire, cold, lightning, necrotic damage by 1

Velociprey Scale
+1 to medicine checks


WEAPON MATERIAL EFFECTS
Velociprey Fang
bludgeoning, piercing, or slashing spells deal +2 damage


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material



Velocidrome CR 1 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-3 ---- Velociprey Scale (A)
4-13 ---- Velocidrome Claw (W,O)
---- 1-7 2x Screamer Sac (O)
14-18 8-18 Velocidrome Hide (A,W)
---- 19 Velocidrome Head (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Velociprey Scale
+1 to medicine checks

Velocidrome Hide
Your armor plays appropriate music for whatever situation you're in. Blaring horn sections and drums during combat, that sort of thing.

Velocidrome Head
Increases saving throws vs sleep by +1

Bird Wyvern Gem
You can cast Longstrider once per long rest


WEAPON MATERIAL EFFECTS
Velocidrome Claw
As a bonus action, when you speak the command word, your weapon transforms into a walking cane or back to its original form.

Velocidrome Hide
Increases thunder spells damage +2

Velocidrome Head
Gain advantage on your first carve attempt on a creature

Bird Wyvern Gem
As an action you can make the weapon shed bright light in a 15-foot radius and dim light in another 15 feet. You can use another action to make the weapon stop shedding light.


OTHER MATERIAL EFFECTS
Velocidrome Claw
You gain 6 six-sided die made from the claw. When you roll it, you can control which number it rolls.

2x Screamer Sac
Material used for creating sonic bombs


Genprey CR 1/2 - 1 carve

Carve Chance Carve Name Slots
1-8 Genprey Fang (W)
9-13 Genprey Hide (A)
14-18 Genprey Scale (A)
19-20 Sm Monsterbone (O)

ARMOR MATERIAL EFFECTS
Genprey Hide
As a bonus action gain resistance to lightning damage until the end of your next turn. You cannot use this ability again until you complete a short or long rest

Genprey Scale
+1 to arcana checks


WEAPON MATERIAL EFFECTS
Genprey Fang
Increases lightning spells damage +2


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material


Gendrome CR 1 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-3 ---- Genprey Scale (A)
4-13 ---- Gendrome Tail (W)
---- 1-7 Paralysis Sac (W)
14-18 8-18 Gendrome Hide (A)
---- 19 Gendrome Skull (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Genprey Scale
+1 to arcana checks

Gendrome Hide
Reduces lightning damage by 2

Gendrome Skull
Increases saving throws vs paralyzed by +1

Bird Wyvern Gem
You can cast thunderwave once per long rest


WEAPON MATERIAL EFFECTS
Gendrome Tail
As an action you can use the weapon to cast minor illusion (spell save DC 13). You can only use the spell to create a sound and not an image. The sound must emanate from the weapon

Paralysis Sac
Increases spell attack rolls that deal lightning damage by +1

Gendrome Skull
Gain advantage on your first carve attempt on a creature

Bird Wyvern Gem
Once per long rest as an action, your weapon creates a bright flash of light and you can choose 1 creature within 30 feet of you to make a DC 12 Dexterity saving throw or become blinded for 1 minute.


Ioprey CR 1/2 - 1 carve

Carve Chance Carve Name Slots
1-8 Ioprey Fang (W)
9-13 Ioprey Hide (A)
14-18 Ioprey Scale (A)
19-20 Sm Monsterbone (O)

ARMOR MATERIAL EFFECTS
Ioprey Hide
Reduces fire damage by 2

Ioprey Scale
+1 to religion checks


WEAPON MATERIAL EFFECTS
Ioprey Fang
Increases poison spells damage +2


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material


Iodrome CR 1 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-3 ---- Ioprey Scale (A)
4-10 1-7 Iodrome Poison Sac (A,W,O)
11-17 8-18 Iodrome Hide (A)
18-19 19 Iodrome Skull (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Ioprey Scale
+1 to religion checks

Iodrome Poison Sac
Once per long rest a random creature within 60 feet of you becomes poisoned for 1d4 hours.

Iodrome Hide
You always knows the direction to the nearest tavern in a 60 mile radius.

Iodrome Skull
Increases saving throws vs poisoned by +1

Bird Wyvern Gem
You gain 5 temporary hit points for 24 hours after you finish a long rest


WEAPON MATERIAL EFFECTS
Iodrome Poison Sac
Increases spell attack rolls that deal poison damage by +1

Iodrome Skull
Gain advantage on your first carve attempt on a creature

Bird Wyvern Gem
You can use an action to have your weapon produce 1/2 an ounce of basic poison (PHB 153) that drips from the end of the weapon. Once the weapon starts producing a liquid, it can't produce more once it has reached its maximum, until the next dawn.


OTHER MATERIAL EFFECTS
Iodrome Poison Sac
Material used for creating poisons


Giaprey CR 1/2 - 1 carve

Carve Chance Carve Name Slots
1-10 Giaprey Hide (W)
11-16 Giaprey Scale (A)
17-20 Sm Monsterbone (O)

ARMOR MATERIAL EFFECTS
Giaprey Scale
+1 to insight checks


WEAPON MATERIAL EFFECTS
Giaprey Hide
The weapon gains a reservoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's reservoir.


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material


Giadrome CR 1 - 2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-3 -------- Giaprey Scale (A)
4-13 -------- Giadrome Claw (W)
-------- 1-7 2x Screamer Sac (O)
14-18 8-18 Giadrome Hide (A,W)
19 19 Giadrome Skull (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Giaprey Scale
+1 to insight checks

Giadrome Hide
Reduces cold damage by 2.

Giadrome Skull
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.

Bird Wyvern Gem
Detect. increases passive Perception by +2.


WEAPON MATERIAL EFFECTS
Giadrome Claw
Increases cold spells damage +2

Giadrome Hide
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.

Giadrome Skull
Gain advantage on your first carve attempt on a creature

Bird Wyvern Gem
While attuned to this weapon a DRUID, SORCERER, WARLOCK, or WIZARD can use the Frostbite Cantrip at will


OTHER MATERIAL EFFECTS
Screamer Sac
Material used for creating sonic bombs


Maccao CR 1/4 - 1 carve

Carve Chance Carve Name Slots
1-9 Bird Wyvern Fang (W)
10-13 Maccao Hide (A)
14-17 Maccao Scale (A)
18-20 Sm Monsterbone (O)

ARMOR MATERIAL EFFECTS
Maccao Hide
The bearer and all of their possessions are completely odorless.

Maccao Scale
+1 to performance checks


WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
your weapon deals +1 piercing damage


OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon Crafting Material


Great Maccao CR 2 -                               2 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-3 ---- Maccao Scale (A)
4-5 1-4 Maccao Tailspike (W)
6-12 5-8 Great Maccao Scale (A,O)
13-17 9-16 Great Maccao Hide (A,W)
18-19 17-19 Champion's Crest (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Maccao Scale
+1 to performance checks

Great Maccao Scale
Reduces the damage you take from fire by 2

Great Maccao Hide
You can use your reaction to reduce fall damage by 1d6 until the end of turn. Your cannot use this feature again until completing a long rest.

Champion's Crest
Whenever you are casting a spell as a ritual, you have advantage to maintain concentration during the ritual.

Bird Wyvern Gem
Airborne: While wearing this armor, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.


WEAPON MATERIAL EFFECTS
Maccao Tailspike
A weapon that has a stun effect has its DC increased by +2

Great Maccao Hide
Whenever you break a grapple, you may choose to push the grappler up to 10 feet away from you as a bonus action.

Champion's Crest
Once per short rest, when tyou crits with this weapon, all creatures other than you within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.

Bird Wyvern Gem
While attuned to this weapon a DRUID, RANGER, SORCERER, or WIZARD can cast the Jump spell once per long rest


OTHER MATERIAL EFFECTS
Great Maccao Scale
Uncommon armor Crafting Material



Kulu-Ya-Ku CR 4 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-5 Kulu-Ya-Ku Scale (A,W)
7-11 6-12 Kulu-Ya-Ku Hide (A,W)
12-14 13-16 Kulu-Ya-Ku Plume (A,W)
15-19 17-19 Kulu-Ya-Ku Beak (A,W)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Kulu-Ya-Ku Scale
As an action your armor emits soothing music and cast calm emotions (spell save DC 13). You must complete a long rest before you can use this ability again.

Kulu-Ya-Ku Hide
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.

Kulu-Ya-Ku Plume
Item Prolonger. Increases consumables duration by 6 seconds

Kulu-Ya-Ku Beak
Stamina Surge: Once per long rest you can cast haste (self only) but gain 3 levels of exhaustion when the spell ends.

Bird Wyvern Gem
Once per long rest as an action, you magically form a boulder out of the ground and launch it at a creature within 60 feet of you. The target must make a Dexterity saving throw equal to 8 + your proficiency modifier + your Dexterity modifier. On a fail, the target takes 2d10 bludgeoning damage.


WEAPON MATERIAL EFFECTS
Kulu-Ya-Ku Scale
Everyone minute, a beautifully colored feather falls from your weapon and floats to the ground.

Kulu-Ya-Ku Hide
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.

Kulu-Ya-Ku Plume
+2 to persuasion rolls

Kulu-Ya-Ku Beak
Once per long rest as a bonus action, you shroud you weapon in magical feathers for 1 minute. The next time you hit a creature with a melee weapon attack, it must make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier. On a fail, the target falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Bird Wyvern Gem
Critical Eye. Your weapon attacks critical hit range is increased by 1.



Tzitzi-Ya-Ku CR 6 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-4 Tzitzi-Ya-Ku Scale (A,W)
7-11 5-8 Tzitzi-Ya-Ku Hide (A,W)
12-14 9-11 Tzitzi-Ya-Ku Claw (A,W)
15-19 12-13 Tzitzi-Ya-Ku Photophore (A,W)
------- 14-16 Lg Monsterbone (O)
------- 17-19 Dash Extract (O)
20 20 Bird Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale
This armor is 10% lighter than normal armor of this type. If it has a Strength requirement to use, it is reduced by 1.

Tzitzi-Ya-Ku Hide
You have a +2 bonus to sleight of hand checks

Tzitzi-Ya-Ku Claw
The bearer cannot become intoxicated while this armor is donned.

Tzitzi-Ya-Ku Photophore
Increases saving throws vs sleep & stunned by +2

Bird Wyvern Gem
While wearing this armor, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.


WEAPON MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale
Your eyes glow red while your weapon is in hand.

Tzitzi-Ya-Ku Hide
Once per day, the bearer may spend an action to ignite the magic in this weapon, causing it to flare brilliantly. Any creature within a 10 foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn.

Tzitzi-Ya-Ku Claw
Increases lightning spell damage by +2

Tzitzi-Ya-Ku Photophore
This weapon has 3 runes. When you hit a creature, you can expend 1 of its runes to have the target make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or become blinded for 30 seconds. The weapon regains 1 expended rune daily at dawn.

Bird Wyvern Gem
While attuned to this weapon a DRUID, SORCERER, or WIZARD can cast the Ice Knife spell once per long rest


OTHER MATERIAL EFFECTS
Lg Monsterbone
Rare armor crafting material

Dash Extract
Crafting material for potions of haste



Yian Kut-ku CR 3 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-3 Kut-Ku Scale (A,W)
7-9 4-9 Kut-Ku Carapace (A,W)
10-11 ------- Kut-Ku Webbing (A)
12-13 10 Splendid Beak (A,W)
------- 11-14 Monster Keenbone (O)
------- 15-16 Screamer Sac (O)
14-19 ------- Kut-Ku Ear (A,W)
20 17-20 Kut-Ku Auricle (A,W)

ARMOR MATERIAL EFFECTS
Kut-Ku Scale
Reduces fire damage taken by 2

Kut-Ku Carapace
You gain 5 temporary hit points for 24 hours after you finish a long rest

Kut-Ku Webbing
+1 to History checks

Splendid Beak
Recovery Speed: When you use a hit dice during a rest, you heal for double the value rolled

Kut-Ku Ear
As a bonus action, you can summon a horn in the shape of the Kut-Ku's ear. While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.

Kut-Ku Auricle
Once per day, the bearer may gain +1 to any ability check.


WEAPON MATERIAL EFFECTS
Kut-Ku Scale
The bearer may use this weapon to make pink colored marks on any surface. The marks will fade away in 24 hours.

Kut-Ku Carapace
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.

Splendid Beak
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.

Kut-Ku Ear
Once per long rest, the bearer can gain proficiency in any language for 24 hours that they are able to correctly speak the activation phrase: "The limits of my language are the limits of my world."

Kut-Ku Auricle
Once per Long rest, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.


OTHER MATERIAL EFFECTS
Monster Keenbone
Uncommon weapon Crafting Material

Screamer Sac
Material used in crafting Sonic Bombs



Hypnocatrice CR 4 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-5 Orange Hypno Pelt (A,W)
6-8 6-7 Hypno Claw (W)
9-10 8-9 Hypno Bezoar (A,W)
11-13 10-12 Sleep Sac (A,O)
14-18 13-16 Hypno Fang (W)
------- 17-20 Rainbow Tail Feather (A,W)
19-20 -------- Hypno Beak (W)

ARMOR MATERIAL EFFECTS
Orange Hypno Pelt
+1 to animal handling checks

Hypno Bezoar
The bearer can read books they are touching while sleeping.

Sleep Sac
Increases saving throws vs sleep by +2

Rainbow Tail Feather
You gain the benefits of a long rest after 4 hours instead of 8.


WEAPON MATERIAL EFFECTS
Orange Hypno Pelt
You summon a gold-rimmed glass monocle. While wearing this lens in a library, you have advantage on Intelligence (Investigation) checks to find relevant books and information.

Hypno Claw
Taunt: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to redirect the attack to you.

Hypno Bezoar
Once per long rest, when you hit a creature with this weapon, it must make a Wisdom saving throw equal to 8 + your proficiency modifier + your Constitution modifier or Charmed by you for 1 minute or until you or an ally harms the target.

Hypno Fang
This weapon has 3 runes. When you hit a creature, you can expend 1 of its runes to have the target make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or falls Unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. The weapon regains 1 expended rune daily at dawn.

Rainbow Tail Feather
As an action, An illusory document is produced. The document is real only so long as you hold it, after which it dissipates in a puff of smoke. A creature may also determine the document is fake with a Wisdom (insight) check vs your spell save DC.

Hypno Beak
While attuned to this weapon a BARD, SORCERER, or WIZARD can cast the Sleep spell at 1st level once per long rest


OTHER MATERIAL EFFECTS
Sleep Sac
Material used to create sleep potions



Pukei-Pukei CR 4 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-4 Pukei-Pukei Shell (A,W)
5-9 5-7 Pukei-Pukei Scale (A,W)
10-12 8-9 Pukei-Pukei Quill (A,W)
------- 10-11 Pukei-Poison Sac (A,W,O)
13-15 12-13 Pukei-Pukei Sac (A,W)
16-17 14-15 Med Monsterbone (O)
18-20 18-20 Pukei-Pukei Wing (A,W)

ARMOR MATERIAL EFFECTS
Pukei-Pukei Wing
You conjure 1 of 4 types of nut into the palm of your hand that you consume. Choose one creature that you can see within 60 feet of you. Both you and the target must make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier, or suffer the effects of the nut for 1 minute. Roll a d4 to determine the effect of the nut; On a 1, stunned; On a 2, deafened; On a 3, paralyzed; On a 4, blinded. Both creatures can repeat this saving throw at the end of their turn, ending the effecting on a success. You can use this skill a number of times equal to your Constitution Modifier.

Pukei-Pukei Shell
+1 to deception checks

Pukei-Pukei Scale
Botanist: Gather one extra herb when gathering with an herbalist kit

Pukei-Pukei Quill
Reduces poison damage by 2.

Pukei-Poison Sac
Increases saving throws vs poisoned by +2

Pukei-Pukei Sac
Item Prolonger - increases consumables duration by 6 seconds


WEAPON MATERIAL EFFECTS
Pukei-Pukei Shell
You gain proficiency with the herbalism kit. if you are already proficient you double your proficiency bonus.

Pukei-Pukei Scale
While holding this weapon, you can use an action to determine which way is north. This property functions only on the Material Plane.

Pukei-Pukei Quill
You can use this weapon as a spellcasting focus for your warlock spells.

Pukei-Poison Sac
Increases poison spells damage by +2

Pukei-Pukei Sac
This weapon has 3 runes. When you hit a creature, you can expend 1 of its runes to have the target make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or becomes poisoned for 1 minute. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success. The weapon regains 1 expended rune daily at dawn.

Pukei-Pukei Wing
Increases spell attack rolls that deal poison damage by +1


OTHER MATERIAL EFFECTS
Pukei-Poison Sac
Material used to create poisons

Med Monsterbone
Uncommon Crafting Material



Qurupeco CR 6 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-7 1-3 Qurupeco Scale (A,W)
8-12 4-8 Qurupeco Feather (A,W)
13-16 9-12 Screamer x2 (O)
17-18 13-14 Vivid Feather (A,W)
------- 15-16 Med Monsterbone (O)
19 17 Alluring Beak (A,W)
20 18-20 Flintstone (A,W)

ARMOR MATERIAL EFFECTS
Qurupeco Scale
Reduces fire damage by 2.

Qurupeco Feather
Once per long rest, you may attempt to play the instrument, you are proficient with, by making a performance check DC 15. If you succeed, you gain inspiration.

Vivid Feather
+1 to performance checks

Alluring Beak
Recovery Speed. When you use a hit dice during a rest, you heal for double the value rolled

Flintstone
Your armor is decorated with bird carvings. It has 10 runes. While wearing it, you can use an action to expend 1 rune from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains ld6 + 4 expended runes daily at dawn. If you expend the last rune, roll a d20. On a 1, the runes cannot recharge for a week.


WEAPON MATERIAL EFFECTS
Qurupeco Scale
You gain proficiency with the horn musical instruments. if you are already proficient you double your proficiency bonus.

Qurupeco Feather
Once a week, you can use an action to summon 1 jaggi to your aid for 1 hour. it will act on your turn in the initiative and will flee if you or your allies attempt to harm it.

Vivid Feather
You can use this weapon as a spellcasting focus for your sorcerer spells.

Alluring Beak
When you hit a creature with this weapon it must make a Wisdom saving throw equal to 8 + your proficiency modifier + your Charisma modifier. On a fail, the target becomes charmed by you until the end of its next turn. On a successful save, the target becomes immune to this effect for 24 hours.

Flintstone
Increases spell attack rolls that deal fire damage by +1


OTHER MATERIAL EFFECTS
Screamer Sac
Material used to create sonic bombs

Med Monsterbone
Uncommon armor Crafting Material



Yian Garuga CR 7 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-2 Garuga Scale (A,W)
5-6 3-10 Garuga Shell (A,W)
7 11-13 Garuga Mane (A,W)
8 14-18 Garuga Wing (A,W)
9-12 ----- Garuga Tail (A,W,O)
13-16 19 Rejuvenated Beak (A,W)
17-20 20 Garuga Ear (A,W)

ARMOR MATERIAL EFFECTS
Garuga Scale
Odogaron Sinew
You have a +2 bonus to intimidation checks

Garuga Shell
When using close range coating you can coat an additional 5 arrows.

Garuga Mane
You can use an action to speak this weapon's command word and regain one expended spell slot of up to 3rd level. Once you have used this effect, it can't be used again until the next dawn.

Garuga Wing
Increases saving throws vs poisoned by +3

Garuga Tail
While wearing this armor, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Rejuvenated Beak
The armor magically awakens you and your companions within a 30 foot range if any of you are sleeping naturally when combat begins.

Garuga Ear
As a bonus action, you conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect.


WEAPON MATERIAL EFFECTS
Garuga Scale
While holding this weapon , you can use an action to cast the gust of wind spell (save DC 11) from it.

Garuga Shell
Increases bows close range coating distance by 5 ft and damage by +1

Garuga Mane
While you wear this armor, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor

Garuga Wing
Abnormal Status Atk up. Increases duration of conditions by 6 seconds

Garuga Tail
Weapon deals an extra 1d4 poison damage

Rejuvenated Beak
While the weapon is on your person, you have advantage on initiative rolls.

Garuga Ear
This weapon has 4 runes. When you hit a creature, you can expend 1 of its runes to have the target make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or becomes deafened for 1 minute. The weapon regains 1d4 expended runes daily at dawn.


OTHER MATERIAL EFFECTS
Garuga Tail
Uncommon armor Crafting Material



Gypceros CR 8 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-10 1-3 Rubbery Hide (A,W)
11-13 4-9 Dash Extract (O)
14-15 10-13 Gypceros Poison Sac (A,W)
16-17 ------- Lightcrystal (A,W)
18-19 14-19 Gypceros Webbing (A,W)
20 20 Gypceros Head (A,W)

ARMOR MATERIAL EFFECTS
Rubbery Hide
Reduces lighting damage taken by 4

Gypceros Poison Sac
Increases saving throws vs poisoned by +3

Lightcrystal
Twice per day, the bearer may spend a bonus action to ignite the magic in this armor, causing it to flare brilliantly. Any creature within a 10-foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn.

Gypceros Webbing
Increases movement speed by 5

Gypceros Head
Once per long rest you may use your reaction after being hit by an attack to feign death for up to 1 hour. A creature can determine you are alive by making an Intelligence (Investigation) check against your Charisma (Performance) check.


WEAPON MATERIAL EFFECTS
Rubbery Hide
While holding your weapon, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into the weapon.

Gypceros Poison Sac
Your weapon deals an extra 1d4 poison damage

Lightcrystal
In darkness, this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Gypceros Webbing
While attuned to this weapon a CLERIC, DRUID, RANGER, SORCERER, or WIZARDs can cast protection from energy (lighting only) spell once per long rest

Gypceros Head
As an action, you summon a hooded lantern that hovers 10 feet off the ground and stays within 5 feet of you. While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.


OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for potions of haste

Gypceros Poison Sac
Material used for creating poisons



Malfestio CR 9 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-2 Azurefeather (A,W)
6-8 3-6 Coma Sac (O)
9-10 7-9 Malfestio Wingtalon (A,W)
------ 10-11 Malfestio Ear (A,W)
11-12 12-16 Malfestio Wing (A,W)
13-18 17-18 Malfestio Tailfeather (A,W)
19 ------- Malfestio Webbing (A,W)
20 19-20 Malfestio Goldfeather (A,W)

ARMOR MATERIAL EFFECTS
Azurefeather
+2 to insight checks

Malfestio Wingtalon
Increases saving throws vs Unconscious by +3

Malfestio Ear
+1 to passive Perception.

Malfestio Wingv
You have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Malfestio Tailfeather
While wearing this armor, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the armor increases its range by 60 feet.

Malfestio Webbing
Your armor becomes a light, flexible metal. If it is medium or light armor it can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, it no longer does.


WEAPON MATERIAL EFFECTS
Azurefeather
Once per Long rest, you can swing your weapon in a horizontal slash and it releases Sonic Wave in a 30 foot cone. Each creature in that area must make a DC 15 Constitution saving throw or, they fall Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Malfestio Wingtalon
Your weapon deals an extra 1d4 slashing damage

Malfestio Ear
Hunter: Gather one extra ration when hunting

Malfestio Wing
Your weapon has 3 runes. While holding it. you can use an action to expend 1 of its runes, and if a secret door or trap is within 30 feet of you, the weapon pulses and points at the one nearest to you. The weapon regains ld3 expended runes daily at dawn

Malfestio Tailfeather
While attuned to this weapon a RANGER can use the Zephyr Strike (XG 171) spell once per long rest.

Malfestio Webbing
Weakness Exploit. Your weapon deals max damage to a creature that is vulnerable to this weapons damage type.

Malfestio Goldfeather
You can summon a giant owl for up to 8 hours as an action. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.


OTHER MATERIAL EFFECTS
Coma Sac
Crafting material for potions of sleep



Bullfango CR 1/4 - 1 carve

Carve Chance Carve Name Slots
1-8 Raw Meat (O)
9-13 Bullfango Pelt (A)
14-18 JumboBone (O)
19-20 Bullfango Head (W)

ARMOR MATERIAL EFFECTS
Bullfango Pelt
+1 to Intimidation checks


WEAPON MATERIAL EFFECTS
Bullfango Head
+1 slashing damage


OTHER MATERIAL EFFECTS
Raw Meat
Can be cooked for 2 days of rations

Jumbo Bone
Uncommon armor Crafting Material



Bulldrome CR 2 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1 ----- Raw Meat (O)
2-7 1-13 Bulldrome Hide (A)
8-12 14-17 Giant Bone (O)
13-16 ---- Stout Bone (A,W)
17-19 18 Bulldrome Tusk (W)
20 19-20 Bullfango Head (A,W)

ARMOR MATERIAL EFFECTS
Bulldrome Hide
+1 to Survival checks

Stout Bone
Increases saving throws vs prone by +2

Bullfango Head
Botanist: Gather one extra herb when gathering


WEAPON MATERIAL EFFECTS
Stout Bone
+1 bludgeoning damage

Bulldrome Tusk
+1 slashing damage

Bullfango Head
Gain +1 to attack rolls when using the Hammer or Lance's Charge.


OTHER MATERIAL EFFECTS
Raw Meat
Can be cooked for 2 days of rations

Giant Bone
Uncommon armor Crafting Material



Lagombi CR 3 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-7 1-3 Lagombi Pelt (A)
8-11 4-10 Lagombi Plastron (A,W)
12-13 11-15 Lagombi Iceclaw (A,W)
14-15 16-18 Jumbo Bone (W,O)
16-20 19-20 Lagombi Ear (A,W)

ARMOR MATERIAL EFFECTS
Lagombi Pelt
+1 to Acrobatics checks

Lagombi Plastron
You ignore difficult terrain created by ice or snow.

Lagombi Iceclaw
reduce cold damage by 2

Lagombi Ear
Increases saving throws vs blinded by +2


WEAPON MATERIAL EFFECTS
Lagombi Plastron
The weapon gains a reservoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's reservoir.

Lagombi Iceclaw
Cold spells deal +2 damage

Jumbo Bone
+1 bludgeoning damage

Lagombi Ear
While attuned to this weapon a sorcerer, or wizard can use the Ray of Frost Cantrip at will


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor Crafting Material


Arzuros CR 4 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-5 2x Honey (O)
7-14 6-7 Arzuros Pelt (A,W)
15-17 8-13 Arzuros Shell (A)
18 14-17 Jumbo Bone (W,O)
19-20 18-20 Arzuros Brace (A,W)

ARMOR MATERIAL EFFECTS
Arzuros Pelt
Botanist: Gather one extra herb when gathering

Arzuros Shell
+1 to Athletics checks

Arzuros Brace
Reduces bludgeoning damage by 2.


WEAPON MATERIAL EFFECTS
Arzuros Pelt
You can use this weapon as a spellcasting focus for your druid spells.

Jumbo Bone
+1 bludgeoning damage

Arzuros Brace
You become proficient in Unarmed Strikes, your unarmed damage becomes 1d6 slashing damage.


OTHER MATERIAL EFFECTS
Honey
Can be added to a potion of healing, doubling its effect.

Jumbo Bone
Uncommon armor Crafting Material


Volvidon CR 5 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
------ 1-2 2x Sharpened Fang (A,W)
1-6 3-10 Volvi Carapace (A,W)
7-10 11-12 Volvidon Talon (A,W)
11-16 13-18 Volvidon Paralysis Sac (A,W)
17-20 19-20 Volvi Rickrack (A,W)

ARMOR MATERIAL EFFECTS
Sharpened Fang
Reduces slashing damage by 2.

Volvi Carapace
You have advantage on saving throws vs waterblight

Volvidon Talon
+1 to Acrobatic checks

Volvidon Paralysis Sac
Once per day you can cast the light cantrip

Volvi Rickrack
Increases saving throws vs prone by +2


WEAPON MATERIAL EFFECTS
Sharpened Fang
+1 slashing damage

Volvi Carapace
As an action you transform into a 5-foot sphere that resembles the color and shape of a volvidon's shell. While in this form your speed increases to 40 feet, you can speak but it sounds muffled, and you cannot take any actions, reactions, or bonus actions except to transform back.

Volvidon Talon
FastCharge. When you roll for initiative, your greatsword, longsword, or charge blade gains 1 charge, spirit, or phial charge.

Volvidon Paralysis Sac
Increases spell attack rolls that deal lightning damage by +1

Volvi Rickrack
When you hit a creature with this weapon you can attempt to grapple the creature as a bonus action.



Kecha Wacha CR 6 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slot
1-7 ----- Kecha Pelt (A)
8-12 1-7 Kecha Longbone (A,W)
13-14 8-10 Kecha Tail (A,W)
15-16 11-13 Jumbo Bone (W,O)
17 14-15 Kecha Ear (A,W)
18-20 16-20 Kecha Talon (A,W)

ARMOR MATERIAL EFFECTS
Kecha Pelt
+2 to animal handling checks

Kecha Longbone
You gain 5 temporary hit points for 24 hours after you finish a long rest

Kecha Tail
You grow a monkey like tail. You can use the tail to hold an object, or stow or retrieve an item from your bags. The tail can't attack, activate magic items, or carry more than 10 pounds

Kecha Ear
Recovery Speed When you use a hit dice during a rest, you heal for double the value rolled

Kecha Talon
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However the armor doesn't allow you to move this way on a slippery surface, such as one covered by ice or oil.


WEAPON MATERIAL EFFECTS
Kecha Longbone
When you cast a cold spell, increase the spell attack roll by 1

Kecha Tail
When you hit a creature with this weapon they must make a DC 12 Constitution saving throw or be poisoned with waterblight until the end of their next turn.

Jumbo Bone
+1 bludgeoning damage

Kecha Ear
As an action, you conjure a pair of Kecha Wacha ears that cover your weapon until you end the effect as a bonus action. While your weapon is covered it acts as a shield and cannot be used to attack, but retains all its abilities.

Kecha Talon
Spirit's Whim. The first time you mine or gather on a expedition, you gain double the amount of ore or herbs you would normally receive.


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor crafting material


Conga CR 1/2 - 1 carve

Carve Chance Carve Name Slots
1-10 Conga Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)

ARMOR MATERIAL EFFECTS
Conga Pelt
Increases concentration checks by +1


WEAPON MATERIAL EFFECTS
Sharp Claw
+1 slashing damage


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor Crafting Material


Congalala CR 6 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-4 Congalala Pelt (A,W)
5-10 ------ Congalala Claw (A,W)
11-12 5-8 Congalala Fang (W)
13 9-10 Jumbo Bone (W,O)
14-18 11-16 Territorial Dung (O)
19-20 17-20 Vibrant Pelt (A,W)

ARMOR MATERIAL EFFECTS
Congalala Pelt
You gain proficiency in Alchemy tools or Tinker's tools

Congalala Claw
Increase saving throws vs prone by + 2

Vibrant Pelt
Creatures have disadvantage on Constitution saving throw vs being captured.


WEAPON MATERIAL EFFECTS
Congalala Pelt
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.

Congalala Claw
When you hit a creature with this weapon, you force it to make a DC 12 Constituion saving throw. On a failed save the creature has disadvantage on concentration checks for 1 minute. You can use this ability three times per long rest.

Congalala Fang
Load up. Increase bows, light & heavy bowguns normal ammo capacity by 10.

Jumbo Bone
bludgeoning weapons deal 1 extra damage

Vibrant Pelt
While attuned to this weapon a SORCERERs, or WIZARDs can cast the Chromatic Orb spell requiring no material components once per long rest.


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor Crafting Material

Territorial Dung
Used to make Dung Bombs


Blango CR 1 - 1 carve

Carve Chance Carve Name Slots
1-10 Blango Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)

ARMOR MATERIAL EFFECTS
Blango Pelt
The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit


WEAPON MATERIAL EFFECTS
Sharp Claw
+1 slashing damage


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor Crafting Material


Blangonga CR 9 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slot
1-5 1-7 Blangonga Pelt (A,W)
6-11 8 Territorial Dung (O)
12-13 9-15 Blangonga Whisker (A,W)
14-18 16-17 Blangonga Tail (A,W)
19 18-20 Brute Bone (W,O)
20 ----- Blangonga Fang (A,W)

ARMOR MATERIAL EFFECTS
Blangonga Pelt
Reduces cold damage by 4

Blangonga Whisker
Once per Long rest, you can use a bonus action to exhale ice and snow at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one.

Blangonga Tail
You ignore difficult terrain created by ice or snow.

Blangonga Fang
You gain 10 temporary hit points for 24 hours after you finish a long rest


WEAPON MATERIAL EFFECTS
Blangonga Pelt
In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Blangonga Whisker
Your weapon deals an extra 1d4 cold damage

Blangonga Tail
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Brute Bone
bludgeoning weapons deal 1d4 extra damage

Blangonga Fang
Your weapon deals an extra 1d6 cold damage


OTHER MATERIAL EFFECTS
Territorial Dung
Used to make Dung Bombs

Brute Bone
Rare armor Crafting Material


Rajang CR 15 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-8 1-5 Rajang Fang (A,W)
9-13 6-13 Rajang Blackfur (A,W)
------ 14-15 Rajang Tail (A,W)
14-17 16-18 Rajang Claw (A,W)
18 ---- Rajang Horn (A,W)
19-20 19-20 Gold Rajang Pelt (A,W)

ARMOR MATERIAL EFFECTS
Rajang Fang
You have advantage on Insight checks

Rajang Blackfur
The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit.

Rajang Tail
Imperial Wrath. You have advantage on intimidation checks vs nobles

Rajang Claw
Advantage on saving throws vs being knocked prone

Rajang Horn
Resistance to Thunder damage.

Gold Rajang Pelt
Immunity to Thunder damage


WEAPON MATERIAL EFFECTS
Rajang Fang
Insect Glaive Only. Your weapon acts as a Javelin of Lightning (DMG 178)

Rajang Blackfur
Weapon deals an additional 1d6 lightning damage

Rajang Tail
Spellcaster only. Your weapon acts as a Wand of Lightning (DMG 211)

Rajang Claw
Critical Eye. Your weapon attacks critical hit range are increased by 1.

Rajang Horn
Your weapon acts as a Staff of Thunder & Lightning (DMG 204) Consumes 3 Sockets

Gold Rajang Pelt
Weapon deals an additional 1d8 lightning damage


Gammoth CR 16 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-3 Gammoth Pelt (A,W)
7-11 4-10 Gammoth Shell (A,W)
12-14 11-15 Gammoth Redfur (A,W)
15-17 19-20 Trunkspine (A,W)
18-19 16-18 Gammoth Fang (A,W)
20 19-20 Gammoth Scalp (A,W)

ARMOR MATERIAL EFFECTS
Gammoth Pelt
You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Gammoth Shell
You ignore difficult terrain created by ice or snow.

Gammoth Redfur
You have resistance to cold damage.

Trunkspine
Botanist: Gather 1d4 extra herbs when gathering

Gammoth Fang
You can make Intelligence (History) checks as a bonus action.

Gammoth Scalp
You have immunity to cold damage.


WEAPON MATERIAL EFFECTS
Gammoth Pelt
Your weapon becomes shrouded in ice. When touched to an object it will slowly cover it in a thin sheet of ice. A creature takes 1 cold damage every minute this weapon is touching their skin.

Gammoth Shell
Weapon deals an additional 1d6 cold damage

Gammoth Redfur
You gain +3 to cold spell attack rolls. In addition, You ignore half cover when making a spell attack.

Trunkspine
Once per Long rest, You exhale shards of ice in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (5d6) cold damage on a failed save, or half as much damage on a successful one.

Gammoth Fang
Druid, sorcerer, warlock, or wizard only. Your weapon acts as a Staff of Frost (DMG 202) Consumes 3 Sockets

Gammoth Scalp
Weapon deals an additional 1d8 cold damage


Giggi CR 1 - 1 carve

Carve Chance Carve Name Slots
1-13 Giggi Stinger (W)
14-17 Velvety Hide (A)
18-20 Monster Fluid (O)

ARMOR MATERIAL EFFECTS
Velvety Hide
You can set pitfall traps or shock traps as a bonus action


WEAPON MATERIAL EFFECTS
Giggi Stinger
When you hit with this weapon the target must make a DC 10 constitution saving throw or become poisoned until the end of their next turn.


OTHER MATERIAL EFFECTS
Monster Fluid
Crafting Material for something maybe replacement?


Gigginox CR 10 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-7 1-3 Gigginox Hide (A,W)
8-11 4-10 Uncanny Hide (A,W)
12-13 11-15 Gigginox Talon (A,W)
14-15 16-18 Fearsome Maw (A,W)
16-20 19-20 Foul Venom Gland (A,W)

ARMOR MATERIAL EFFECTS
Gigginox Hide
While attuned to this armor Clerics, Druids, Paladins, or Rangers can cast the Protection from poison once per long rest.

Uncanny Hide
You have advantage on saving throws against poison

Gigginox Talon
You have a climbing speed equal to your walking speed.

Fearsome Maw
You gain a mask with the same effects as the Necklace of Adaptation

Foul Venom Gland
You cannot be poisoned.


WEAPON MATERIAL EFFECTS
Gigginox Hide
Abnormal Status Atk up. Increases duration of conditions by 6 seconds

Uncanny Hide
You can move up, down, and across vertical surfacesand upside down along ceilings, while leaving your hands free.

Gigginox Talon
Slashing weapons deal an extra 1d4 slashing damage

Fearsome Maw
You can use an action to speak the command word and regain one expended spell slot of up to 3rd level. Once you have used this effect, it can't be used again until the next dawn.

Foul Venom Gland
Your weapon deals an extra 1d6 poison damage


Basarios CR 6 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-9 1-5 Basarios Shell (A,W)
10-13 6-11 Poison Sac (A,W)
14-18 12-18 Machalite Ore (O)
19 19 Basarios Wing (A,W)
20 20 Basarios Carapace (A,W)

ARMOR MATERIAL EFFECTS
Basarios Shell
You have advantage on stealth checks made to hide in rocky terrain.

Poison Sac
Reduces poison damage by 4

Basarios Wing
Increases saving throws vs sleep by +2

Basarios Carapace
Guts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again for 2 days.


WEAPON MATERIAL EFFECTS
Basarios Shell
bludgeoning weapons deal +1 damage

Poison Sac
Increases poison spells damage by +2

Basarios Wing
This weapon starts with 3 runes which are regained every day at dawn. Once per turn when you hit a creature with this weapon, you may expend a rune to gain +2 AC until the end of your next turn.

Basarios Carapace
Bludgeoning weapons deal 1d4 extra damage.


OTHER MATERIAL EFFECTS
Machalite Ore
Crafting material



Gravios CR 14 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-4 Gravios Carapace (A,W)
7-8 5-8 Gravios Shell (A,W)
9 9-12 Inferno Sac (A,W)
10 13-14 Sleep Sac (A,W)
11 15-18 Gravios Scalp (A,W)
12-17 19 Gravios Wing (A,W)
18 ----- Gravios Medulla (A)
19 ----- Wyvern Gem (A,W)
20 20 Firecell Stone (A,W)

ARMOR MATERIAL EFFECTS
Gravios Carapace
Fortitude. You have advantage on survival skills to track, forage, or travel

Gravios Shell
As an action, you can summon a campfire with blue flames springs that burns for 24 hours, until it is extinguished, or you summon another fire.

Inferno Sac
While attuned to this weapon a CLERIC, DRUID, RANGER, SORCERER, or WIZARDs they can cast protection from energy (fire only) spell three times per long rest.

Sleep Sac
Once per day, you releases a sleeping gas from your armor. All creatures, except you, within 10 feet must make a DC 14 Constitution saving throw or, they fall Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Gravios Scalp
Whenever you regain hit points from a spell, increases the regained amount by half your cleric or paladin level.

Gravios Wing
While you're wearing this armor, any critical hit against you becomes a normal hit.

Gravios Medulla
You have resistance to fire damage.

Wyvern Gem
While you are wearing this armor you have +1 AC

Firecell Stone
Shield. When you use a reaction that increases your AC, it increases by an additional 1 AC


WEAPON MATERIAL EFFECTS
Gravios Carapace
Partbreaker. You deal an extra 1d6 damage when you critically hit with this weapon.

Gravios Shell
Barbarian Only. After you make a weapon attack while attacking recklessly with this weapon, you may make another attack with the same weapon against a different creature that is within 5 feet of original target within range of this weapon. You can this feature once per turn.

Inferno Sac
Your weapon deals an extra 1d6 fire damage.

Sleep Sac
When you cast the sleep spell, double the your dice roll for how many hit points of creatures this spell can affect.

Gravios Scalp
Whenever you restore a creature's hit points with your Lay on Hands feature, it gains temporary hit points equal to the amount healed until the start of your next turn.

Gravios Wing
Each time you deal damage, with this weapon, to a Huge or smaller creature, it must succeed on a DC 15 Strength check or be pushed back 5 feet.

Wyvern Gem
Load up. Increase all light & heavy bowguns ammo capacity by 2.

Firecell Stone
Once a week as an action, you gain the benefits of a potion of fire giants strength for 10 minutes.



Seregios CR 7 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-2 Seregios Slavescale (A,W)
7-10 3-8 Seregios Airblade (A,W)
11-12 9-12 Seregios Carver (A,W)
13-17 13-14 Seregios Impaler (A,W)
18-19 15-19 Seregios Scraper (A,W)
20 20 Seregios Dissenter (W)

ARMOR MATERIAL EFFECTS
Seregios Slavescale
Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 2 piercing damage.

Seregios Airblade
You can cast the Blade Ward spell once per long rest.

Seregios Carver
The front of your shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.

Seregios Impaler
You can conjure a magical comb as an action, Running this comb through your hair allows you to change the length, color, curliness, and style of your hair. After running the comb through your hair, your hair is also cleaned and has a pleasant fragrance.

Seregios Scraper
Constitution. Durations from slowing effects, such as the slow spell or a bronze dragon's breath attacks, durations are reduced by half.


WEAPON MATERIAL EFFECTS
Seregios Slavescale
You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell , and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Seregios Airblade
Slashing weapons deal +2 damage

Seregios Carver
You can summon a coin from thin air, this bronze coin always lands on tails.

Seregios Impaler
When you hit a creature with this weapon, it must succeed on a DC 14 Constitution saving throw or lose 1d4 hit points at the start of each of its turns due to an open wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Seregios Scraper
You can conjure a finely made halfling dagger, this dagger can whittle one small object once per day without the use of it’s master.

Seregios Dissenter
During the first round of combat, you critically strike if you roll a 15 or higher on your attack roll



Paolumu CR 7 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-5 Paolumu Scale (A,W)
6-8 6-8 Paolumu Shell (A,W)
9-11 9-12 Nourishing Extract (O)
12-15 13-16 Paolumu Pelt (A,W)
16-19 17-19 Paolumu Webbing (A,W)
20 20 Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Paolumu Scale
Reduces cold damage by 4

Paolumu Shell
+1 to Acrobatic checks

Paolumu Pelt
Stamina Surge: Once per long rest you can cast haste but gain 3 levels of exhaustion when the spell ends

Paolumu Webbing
Windproof. Spells such as fog cloud, can no longer be dispersed by wind, magical or otherwise

Wyvern Gem
You can cast the enlarge spell once per long rest


WEAPON MATERIAL EFFECTS
Paolumu Scale
You gain a +1 bonus to Dexterity saving throws

Paolumu Shell
You exhale a blast of strong wind in a 45 foot line that is 5 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw, taking 3d6 thunder damage and is knocked prone on a failed save or half as much on a successful one and is not knocked prone.

Paolumu Pelt
While flying, you can take the dodge action as a bonus action

Paolumu Webbing
Master Mounter. You have advantage on Strength (Athletic) checks when attempting to Climb Onto a Bigger Creature (DMG 271).

Wyvern Gem
Artillery. Your Wyvernfire can now be used twice per long rest and you can add your Dexterity modifier to the damage of your shell attacks


OTHER MATERIAL EFFECTS
Nourishing Extract
Used for crafting Ancient Potions, Mega Demondrugs/Armorskin



Astalos CR 9 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-3 Astalos Scale (A,W)
6-8 4-7 Astalos Shell (A,W)
9-10 8-12 Astalos Membrane (A,W)
11-14 13-15 Astalos Scissortail (A,W)
15-17 16-17 Astalos Wingtalon (A,W)
18-19 18-19 Electroscale (A,W)
20 20 Astalos Plate (A,W)

ARMOR MATERIAL EFFECTS
Astalos Scale
reduces necrotic damage taken by 4

Astalos Shell
+3 to acrobatic checks

Astalos Membrane
While you wear light armor or no armor, you gain a bonus of +5 feet to your speed.

Astalos Scissortail
Lightning arcs across your armor creating bright light in a 10-foot radius and dim light for an additional 5 feet.

Astalos Wingtalon
You have the power to summon spirit warriors, as if you had blown a silver horn of Valhalla. Once you use this power, you can't use it again until 7 days have passed.

Electroscale
Resistance to lightning damage

Astalos Plate
You have advantage on saving throws vs effects that would stun you


WEAPON MATERIAL EFFECTS
Astalos Scale
As an action you can shoot a harmless spark of lightning into the air. In the open, this flare is visible for up to 1 mile.

Astalos Shell
Once a day you raise your weapon to the sky and call down a bolt of lightning onto your location. You have advantage on intimidation checks for the next minute against anyone who saw it happen.

Astalos Membrane
Increase your spell attack rolls by +1 when using spells that deal lighting or thunder damage.

Astalos Scissortail
Whenever a cleric or paladin attuned to this weapon uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell’s level.

Astalos Wingtalon
While attuned to this weapon, Druids can cast the Call Lightning spell once per long rest

Electroscale
Weapon deals an extra 1d4 lightning damage

Astalos Plate
Chain Crit. Every consecutive hit on a creature increases your crit range by 1 until you score a critical hit miss an attack, or hit a different creature.



Rathian CR 8 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-4 Rathian Scale (A,W)
5 5-7 Flame Sac (A,W)
6-8 8-13 Rathian Carapace (A)
9 14-15 Rathian Webbing (A)
10 ---- Rathian Spike (A,W)
11 16-17 Rathian Tail (A,W,O)
12-18 18 Rath Wingtalon (A,W)
19 19 Rathian Plate (A,W)
20 20 Rathian Ruby (A,W)

ARMOR MATERIAL EFFECTS
Rathian Scale
Reduces poison damage by 4.

Flame Sac
Once per Long rest, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.

Rathian Carapace
Gain +2 additional healing from all healing effects

Rathian Webbing
Advantage on saving throws vs poisoned

Rathian Spike
Increase your spell attack rolls by +1 when using spells that deal poison or acid damage.

Rathian Tail
You have advantage on checks when attempting to identify poisons

Rath Wingtalon
You can cast the haste spell once per long rest

Rathian Plate
You are immune to the poisoned condition

Rathian Ruby
You have resistance to poison damage.


WEAPON MATERIAL EFFECTS
Rathian Scale
If you coat this weapon with poison, it magically increases the save DC of that poison by 2.

Flame Sac
Fire spells deal additional 1d4 fire damage

Rathian Spike
You can use an action to cause thick, black poison to coat a weapon. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Rathian Tail
Weapon deals an additional 1d4 poison damage

Rath Wingtalon
You gain a magical ring. While you wear it, you can use an action to fire a slender wooden dart from the ring. Make a ranged weapon attack; you have proficiency in the ring. If you hit, you deal 1 point of piercing damage, and the target must succeed on a DC 15 Constitution save or be poisoned for 24 hours. It can repeat the save at the end of each hour; if it succeeds three times, the effect ends, but if it fails thrice, it dies.

Rathian Plate
Increase your spell save DC by +1 when using spells that deal poison or acid damage.

Rathian Ruby
You gain +1 to spell attack rolls and you ignore half cover when making a spell attack


OTHER MATERIAL EFFECTS
Rathian Tail
Very rare armor or weapon crafting material



Rathalos CR 10 - 3 carves

Carve Chance Capture Chance Carve Name Slots
1-4 1-4 Rathalos Scale (A)
5-6 ---- Inferno Sac (A,W)
7-10 5-10 Rathalos Carapace (A)
---- 11-13 Rathalos Webbing (A)
11 14-15 Rathalos Marrow (A,W)
12-16 16-17 Rathalos Tail (W,O)
17-18 ---- Rathalos Wing (A)
19 18-19 Rathalos Plate (A,W)
20 20 Rathalos Ruby (A,W)

ARMOR MATERIAL EFFECTS
Rathalos Scale
Reduces fire damage by 4.

Inferno Sac
Once per Long rest, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.

Rathalos Carapace
You increase your armor by +1 AC

Rathalos Webbing
Advantage on saving throws vs being knocked back

Rathalos Marrow
You suffer no harm from temperatures as warm as 120 degrees Fahrenheit

Rathalos Wing
You can cast the fly spell once per long rest

Rathalos Plate
Resistance to Fire damage

Rathalos Ruby
Immunity to Fire damage.


WEAPON MATERIAL EFFECTS
Inferno Sac
Weapon deals an additional 1d4 fire damage

Rathalos Marrow
You can use a bonus action to speak this weapon's command word, causing flames to erupt from the weapon. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.

Rathalos Tail
On hit, Your target must make a DC 14 WIS saving throw or become frightened of you for 1 minute. They may repeat the save at the end of each of their turns, ending the effect on a success. On a successful save, the target is immune to this effect for 24 hours.

Rathalos Plate
Critical Eye. Your weapon attacks critical hit range are increased by 1

Rathalos Ruby
Weapon deals an additional 1d6 fire damage


OTHER MATERIAL EFFECTS
Rathalos Tail
Very rare crafting material



Khezu CR 10 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-9 1-6 Flabby Hide (A,W)
10-16 7-14 Pale Extract (A,W,O)
17-19 15-18 Electro Sac (A,W)
20 19-20 Pale Bone (A,W)

ARMOR MATERIAL EFFECTS
Flabby Hide
Gain +2 additional healing from all healing effects

Pale Extract
Recovery Speed. Whenever you suffer an effect that deals damage to you at the start of your turn, such as a bleeding wound, acid or poison that continues to damage you over time, being set on fire, etc, your armor flash white and end the effect. They have no effect on environmental effects, damage that you take from being in a given location or spell's area of effect or similar damage sources.

Electro Sac
While wearing this armor, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Pale Bone
Resistance to Thunder damage


WEAPON MATERIAL EFFECTS
Flabby Hide
As an action you shroud your body in electricity for 1 minute. Any creature that ends its turn within 5 feet of you takes 1d4 lightning damage.

Pale Extract
As an action you can release a jolt of electricity in a 5-foot radius around you. Each creature in that area must make a DC 14 Constitution saving throw or become paralyzed until the end of their next turn.

Electro Sac
Weapon deals an extra 1d4 lightning damage

Pale Bone
Once per long rest, you can use an action to create a 60' cone of thunderous sound. Each creature within the cone must make a DC 13 Constitution save, suffering 1d10 thunder damage and being stunned for 1 round and deafened for 2 rounds on a failure. On a successful save, the creature is deafened for 1 round.


OTHER MATERIAL EFFECTS
Pale Extract
Used for crafting Mega Demondrugs/Armorskin



Nargacuga CR 11 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-7 1-4 Nargacuga Scale (A,W)
8-11 5-11 Nargacuga Pelt (A,W)
12-13 12-15 Nargacuga Fang (W)
14-15 ----- Nargacuga Razor (A,W)
16 16-17 Narga Medulla (A,W)
17-19 18-20 Nargacuga Tail (A,W)
20 ---- Nargacuga Tailspike (A,W)

ARMOR MATERIAL EFFECTS
Nargacuga Scale
While in dim light or Darkness, you can take the Hide action as a Bonus Action.

Nargacuga Pelt
You gain helm that recalls a Nargacuga's haunting eyes, tracking their prey from the darkness. You gain darkvision out to 60 feet. if you already have darkvision it is increased by an additional 60 feet.

Nargacuga Razor
Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Narga Medulla
You have advantage on Dexterity (Stealth) checks.

Nargacuga Tail
While wearing this armor, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Nargacuga Tailspike
This armor has 3 runes, and it regains 1d3 expended runes daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its runes to succeed on that saving throw instead


WEAPON MATERIAL EFFECTS
Nargacuga Scale
Weapon deals an extra 1d4 slashing damage

Nargacuga Fang
Pierce & Cluster ammo capacities are doubled.

Nargacuga Razor
Increases duration of conditions by 12 seconds

Narga Medulla
Quick Load. You can reload as a free action.

Nargacuga Tail
Status Pursuit. You have advantage on opportunity attacks if the creature is afflicted with a Condition.

Nargacuga Tailspike
Critical Eye. Your weapon attacks critical hit range are increased by 1.


Monoblos CR 12 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-8 1-7 Monoblos Carapace (A,W)
9-11 8-11 Monoblos Thoracic (A,W)
12-16 12-17 Scarlet Finehorn (A,W)
17-8 18-19 Blos Medulla (A,W)
19 ----- Wyvern Gem (A,W)
20 20 Monoblos Heart (A,W)

ARMOR MATERIAL EFFECTS
Monoblos Carapace
Botanist: Gather 2 extra herbs when gathering

Monoblos Thoracic
Reduces cold & necrotic damage by 4.

Scarlet Finehorn
While you're wearing this armor, any critical hit against you becomes a normal hit.

Blos Medulla
Detect. You can’t be surprised while you are conscious.

Wyvern Gem
While you are wearing this armor you have +1 AC

Monoblos Heart
Adrenaline. The first time you drop below half of your hit points maximum in combat. You gain a rush of Adrenaline. On your next turn your movement speed doubles and you can take one extra action.


WEAPON MATERIAL EFFECTS
Monoblos Carapace
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Monoblos Thoracic
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

Scarlet Finehorn
Your weapon deals an extra 1d6 piercing damage.

Blos Medulla
Charger. When you use your action to Dash, you can use a bonus action to shove a creature.

Wyvern Gem
Load up. Increase all light & heavy bowguns ammo capacity by 2.

Monoblos Heart
Critical Eye. Your weapon attacks critical hit range are increased by 1.



Diablos CR 18 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-6 1-3 Diablos Carapace (A,W)
7-9 4-5 Diablos Fang (x3 if capture) (A,W)
10 6-11 Diablos Shell (A,W)
11 12-13 Diablos Ridge (A,W)
12-16 14-16 Diablos Tailcase (A,W)
16 17-18 Diablos Marrow (A,W)
----- 19 Blos Medulla (A,W)
17-18 ----- Twisted Horn (A,W)
19 ----- Majestic Horn (A,W)
20 20 Wyvern Stone (O)

ARMOR MATERIAL EFFECTS
Diablos Carapace
Tremor-Proof. You cannot be knocked prone

Diablos Fang
If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Diablos Shell
You gain a burrowing speed of 25 feet.

Diablos Ridge
Windproof. You and your equipment suffer no ill effects from Strong Winds. Additionally you have resistance to thunder damage.

Diablos Tailcase
While holding a shield, you have resistance to damage from ranged weapon attacks. Whenever a ranged weapon attack is made against a target within 10 feet of you, you to become the target instead.

Diablos Marrow
You have immunity to fire damage, but you are vulnerable to cold damage.

Blos Medulla
Detect. You can’t be surprised while you are conscious.

Twisted Horn
Heroics. While below 25% of your maximum hit points your weapon attacks deal 1d4 extra damage and you have resistance to all damage except psychic damage.

Majestic Horn
You gain resistance to slashing & piercing damage from nonmagical attacks.


WEAPON MATERIAL EFFECTS
Diablos Carapace
KO. A creature hit by this weapon has disadvantage vs being stunned until the end of the turn.

Diablos Fang
Your weapon deals an extra 1d6 piercing damage.

Diablos Shell
Once per long rest, you can let out a violent roar. Each creature in a 15 foot radius around you must make a Constitution saving throw equal to 8 + your Proficiency modifier + your Constitution modifier. On a fail the creature is deafened for 1 minute and takes 5d6 thunder damage. On a successful save, the creature takes half damage and is not deafened.

Diablos Ridge
As a bonus action, you conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect.

Diablos Tailcase
Quick Load. You can reload as a free action.

Diablos Marrow
Stamina Thief. Once per turn when you hit a creature with this weapon it must make a DC 10 Constitution saving throw or gain one level of exhaustion.

Blos Medulla
Charger. When you use your action to Dash, you can use a bonus action to shove a creature.

Twisted Horn
Critical Draw. During the first round of combat your melee weapon attacks score a critical hit on a roll of 15-20.

Majestic Horn
Your weapon deals an extra 1d8 piercing damage.


OTHER MATERIAL EFFECTS
Wyvern Stone
Legendary Crafting Material



Legiana CR 13 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-5 Legiana Hide (A,W)
5-8 6-9 Legiana Scale (A,W)
9-12 10-12 Legiana Claw (W)
13-15 13-14 Legiana Wing (A,W)
16-18 15-17 Frost Sac (A,W)
19 18-19 Legiana Plate (A,W)
20 20 Legiana Gem (A,W)

ARMOR MATERIAL EFFECTS
Legiana Hide
Airborne. While wearing this armor, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Legiana Scale
Druids, sorcerers, warlocks, or wizards Only. You may cast the spell Wall of ice twice per day.

Legiana Wing
Wind Resist. You and your equipment suffer no ill effects from Strong Winds.

Frost Sac
You gain resistance to cold damage.

Legiana Plate
Evade Window. This armor has 3 runes, and it regains 1d3 expended runes daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its runes to succeed on that saving throw instead.

Legiana Gem
Good Luck. You have one luck point. Once per long rest you may use this point as if you had the Lucky feat.


WEAPON MATERIAL EFFECTS
Legiana Hide
The weapon gains a reservoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 30 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's reservoir.

Legiana Scale
You can use an action to cause thick, opaque poison to coat the blade of a melee weapon that deals slashing or piercing damage. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 cold damage and become poisoned with iceblight for 1 minute. This effect can't be used this way again until the next dawn.

Legiana Claw
Your weapon deals an extra 1d4 cold damage.

Legiana Wing
Critical Draw. During the first round of combat your melee weapon attacks score a critical hit on a roll of 17-20.

Frost Sac
You gain a + 1 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +2 when the spell you are casting is a Water or Ice themed spell that deals cold damage such as Ice Knife or Snilloc's Snowball Swarm.

Legiana Plate
Your weapon deals an extra 1d6 cold damage.

Legiana Gem
The weapon can store up to 3 levels worth of spells at a time. Any creature can cast a spell of 1st through 3rd level into the weapon by touching the weapon as the spell is cast. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spel! determines how much space it uses. While attuned to this weapon, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.



Barioth CR 15 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 ----- Barioth Cortex (A,W)
5-6 1-6 Barioth Fur (A,W)
7-10 7-9 Barioth Talon (A,W)
11-13 10-13 Cryo Sac (A,W)
14 14-17 Barioth Spike (A,W)
15-19 ----- Barioth Tail (A,W)
20 18-20 Amber Tusks (A,W)

ARMOR MATERIAL EFFECTS
Barioth Cortex
You ignore difficult terrain created by ice or snow and you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Barioth Fur
Evasion. You have advantage on Dexterity saving throws.

Barioth Talon
If you are wearing no armor and using no shield you gain a +2 bonus to AC.

Cryo Sac
While wearing this armor you have resistance to cold damage.

Barioth Spike
Increase your Dexterity score by 1, to a maximum of 20.

Barioth Tail
While wearing this armor you have immunity to cold damage.

Amber Tusks
You have a mask made from the scales and tusks of a barioth. While wearing the mask you have advantage on Charisma (Intimidation) checks. Additionally, this mask has 3 runes. You can use an action to expend 1 rune to give the mask a horrifying visage. Each creature within 30 feet of you that can see the mask must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended runes daily at dawn.


WEAPON MATERIAL EFFECTS
Barioth Cortex
In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Barioth Fur
When you cast a spell that is a Water or Ice themed, it is cast as if it was one spell level higher. A spell cannot be increased beyond level 6 with this effect.

Barioth Talon
Your Strength score is 19 while attuned to this weapon. It has no effect on you if your Strength is already 19 or higher.

Cryo Sac
Your weapon deals an extra 1d6 cold damage.

Barioth Spike
When you hit a creature with this weapon it must make a DC 15 Constitution saving throw or become poisoned with Iceblight until the end of its next turn.

Barioth Tail
Your weapon acts as a Ring of the Ram (DMG 193)

Amber Tusks
Your weapon deals an extra 1d8 cold damage.



Tigrex CR 16 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-4 Tigrex Scale (A,W)
6-10 5 Tigrex Claw (A,W)
11-13 6-12 Tigrex Carapace (A,W)
14-15 13-17 Tigrex Tail (A,W)
16-19 18-19 Tigrex Fang (A,W)
20 20 Tigrex Scalp (A,W)

ARMOR MATERIAL EFFECTS
Tigrex Scale
You have advantage on survival checks when tracking a creature

Tigrex Claw
Speed Eating. You can use a consumable, such as a potion or food, as a bonus action.

Tigrex Carapace
Your walking speed is increased by 10 feet

Tigrex Tail
While wearing this armor you have resistance to cold damage.

Tigrex Fang
Tranquilizing Guru. You are able to detect when a monster is weakened enough to be captured.

Tigrex Scalp
While wearing this armor you have immunity to fire damage.


WEAPON MATERIAL EFFECTS
Tigrex Scale
Your weapon deals an additional 1d8 slashing damage

Tigrex Claw
While attuned to this weapon, you have advantage on death saving throws

Tigrex Carapace
Ear Plugs. As a bonus action, you conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect.

Tigrex Tail
Strong Attack. When you hit a creature with this weapon you can use your bonus action to push the creature backwards 10 feet.

Tigrex Fang
Mind's Eye. Your weapons attacks ignores a creatures damage resistance.

Tigrex Scalp
Your weapon deals an additional 1d10 slashing damage

Curse. All Tigrex material is cursed. Becoming attuned to the armor or weapon the material is inserted into extends the curse to you. As long as you remain cursed, you are under the following effect:

  • You are unwilling to part with the weapon or armor, keeping it within reach at all times.
  • You have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
  • Whenever a hostile creature damages, you must succeed on a DC 15 Wisdom saving throw or go berserk. The DC increases by 1 for each additional tigrex material inserted into your armor or weapon. While berserk, you must use your action each round to attack the creature nearest to you with your weapon. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.


Bazelgeuse CR 17 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-4 Bazelgeuse Scale (A,W)
6-9 5-9 Bazelgeuse Carapace (A,W)
10-13 10-12 Bazelgeuse Fuse (A,W)
14-16 13-16 Bazelgeuse Talon (A,W)
17-19 17-18 Bazelgeuse Wing (A,W)
----- 19-20 Bazelgeuse Tail (A,W)
20 ----- Bazelgeuse Gem (A,W)

ARMOR MATERIAL EFFECTS
Bazelgeuse Scale
Your armor has 10 explosive scales that regrown at dawn. When a creature hits you with a melee attack, you can use a reaction to cause one of these scales to explode dealing 2d4 fire damage to the attacker.

Bazelgeuse Carapace
You have an emblem of a burning brazier on your armor. You can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell.

Bazelgeuse Fuse
Ear Plugs. As a bonus action, you conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect.

Bazelgeuse Talon
Greatsword Only. Your Guard AC bonus now last until the start of your next turn and you cannot be knocked prone.

Bazelgeuse Wing
You gain a flying speed of 30 feet.

Bazelgeuse Tail
Guts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest.

Bazelgeuse Gem
While wearing this armor you have immunity to fire damage


WEAPON MATERIAL EFFECTS
Bazelgeuse Scale
Melee weapon only. A creature hit by this weapon must make a Constitution saving throw equal to 8 + your proficiency bonus + your Constituion saving throw. On a failed save the creature becomes burned for 1 minute. A burned creature takes 1d4 fire damage at the start of their turn. A creature may use its Action to put out the flames early.

Bazelgeuse Carapace
Once per Long rest, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.

Bazelgeuse Fuse
Bombardier. The weapon has 10 runes. While a sorcerer, or wizard is wielding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: scorching ray (2 runes), Melf's Minute Meteors (3 runes), or Wall of Fire (4 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week. Requires 2 slots

Bazelgeuse Talon
This weapon acts as a Ring of Spell Storing (DMG 192)

Bazelgeuse Wing
Critical Draw. During the first round of combat your melee weapon attacks score a critical hit on a roll of 15-20.

Bazelgeuse Tail
You gain a +2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +3 when the spell you are casting deals fire damage.

Bazelgeuse Gem
While attuned to this weapon, your Strength score changes to 25. If your Strength is already equal to or greater than 25, the item has no effect on you.



Ukanlos CR 20 - 3 carves/capture

Carve Chance Carve Name Slots
1-7 Ukanlos Carapace (A,W)
8-12 Ukanlos Underscale (A,W)
13-14 Ukanlos Digger (A,W)
15-16 Ukanlos Fin (A,W)
17-18 Ukanlos Tail (A,W)
19 Ukanlos Shoveljaw (A,W)
20 Ukanlos Gem (A,W)

ARMOR MATERIAL EFFECTS
Ukanlos Carapace
You can summon a Decanter of Endless Water (DMG 161) at will.

Ukanlos Underscale
Tremor-Proof. You cannot be knocked prone

Ukanlos Digger
Once per long rest you can cast the spell Move Earth.

Ukanlos Fin
You have darkvision out to a range of 120 feet & you have advantage on Wisdom (Perception) checks that rely on sight.

Ukanlos Tail
You can stand on and move across any liquid surface as if it were solid ground.

Ukanlos Shoveljaw
You have an emblem of water pouring out of a bowl on your armor. You can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell.

Ukanlos Gem
While wearing this armor you have immunity to cold damage.


WEAPON MATERIAL EFFECTS
Ukanlos Carapace
Quick Load. You can reload as a free action.

Ukanlos Underscale
Your cold spells ignore a creatures resistance to cold damage

Ukanlos Digger
You gain a + 2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +4 when the spell you are casting is a Water or Ice themed spell that deals cold damage such as Ice Knife or Snilloc's Snowball Swarm.

Ukanlos Fin
As an action, you can let out a cacophonous roar. Each creature in a 15-foot radius, that considers you an enemy, must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes frightened of you 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 24 hours.

Ukanlos Tail
You can coat an additional 5 arrows with all coatings when using a bow.

Ukanlos Shoveljaw
While attuned to this weapon a sorcerer, or wizard The weapon has 10 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: ice knife (1 rune), ice storm (4 runes), or wall of ice (4 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week. Requires 2 slots

Ukanlos Gem
Your cold spells deal full damage to a creature that has resistance to cold damage and half damage to a creature that has immunity to cold damage.



Akantor CR 20 - 3 carves/capture

Carve Chance Carve Name Slots
1-7 Akantor Scale (A,W)
8-12 Akantor Carapace (A,W)
13-14 Akantor Hardclaw (A,W)
15-16 Firecell Stone (A,W)
17 Akantor Tallfang (A,W)
18 Akantor Tail (A,W)
19 Akantor Spike (A,W)
20 Akantor Gem (A,W)

ARMOR MATERIAL EFFECTS
Akantor Scale
Your armor gains a cloak that acts as if it was a Cape of the Mountebank (DMG 157)

Akantor Carapace
You ignore the effects of the first 2 levels of exhaustion unless your exhaustion is 3 or higher.

Akantor Hardclaw
You gain a +1 bonus to saving throws while you wear this armor. You can use an action to enter the Elemental Plane of fire along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Firecell Stone
Shield. When you use a reaction that increases your AC, it increases by an additional 2 AC

Akantor Tallfang
You have advantage on Charisma (Intimidation) checks

Akantor Tail
While wearing this armor you have resistance to cold damage.

Akantor Spike
You have advantage on saving throws against spells while you wear this armor.

Akantor Gem
While wearing this armor you have immunity to fire damage.


WEAPON MATERIAL EFFECTS
Akantor Scale
You can use a bonus action to speak this weapons command word, causing flames to erupt from it. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.

Akantor Carapace
Your weapon deals an extra 1d8 fire damage

Akantor Hardclaw
Melee weapon only. A creature hit by this weapon must make a Constitution saving throw equal to 8 + your proficiency bonus + your Constituion saving throw. On a failed save the creature becomes burned for 1 minute. A burned creature takes 2d4 fire damage at the start of their turn. A creature may use its Action to put out the flames early.

Firecell Stone
Once a every 3 days as an action, you gain the benefits of a potion of fire giants strength for 1 hour

Akantor Tallfang
As an action, you can let out a cacophonous roar. Each creature in a 15-foot radius, that considers you an enemy, must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes frightened of you 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 24 hours.

Akantor Tail
Monk only. Your unarmed strikes deal an extra 1d6 fire damage. Additionally your weapon has 3 runes that recharge at dawn. When you hit a creature with a melee weapon attack you can choose to use a rune to generate an explosion on impact. You can only expend one rune per round. The target and all creatures other than yourself within 5 feet of the target must make a DC 16 Constitution saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one.

Akantor Spike
Your weapon deals an extra 1d10 fire damage

Akantor Gem
Critical Eye. Your weapon attacks critical hit range are increased by 2. | While wearing this armor you have immunity to fire damage.



Barroth CR 4 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-3 1-3 Fertile Mud (A,O)
4-8 4-8 Barroth Ridge (A)
9-11 9-13 Barroth Shell (W)
12-15 14-17 Barroth Claw (W)
16-19 18-19 Barroth Scalp (A,W)
20 20 Wyvern Gem (A,W)

ARMOR MATERIAL EFFECTS
Fertile Mud
You do not suffer from difficult terrain in muddy or swamp terrain

Barroth Ridge
Increases saving throws vs stunned by +2

Barroth Scalp
Marathon Runner. You gain +5 feet of movement while on land

Wyvern Gem
Guard. You cannot be pushed or knocked backwards


WEAPON MATERIAL EFFECTS
Barroth Shell
Once per long rest when you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become afflicted by waterblight for 1 minute. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.

Barroth Claw
Stamina Thief. A creature hit by this weapon has its speed is reduced by 10 feet until the start of your next turn.

Barroth Scalp
You may use the hammer's Mighty Weapon skill 1 additional time between rests

Wyvern Gem
You gain +2 AC, but your critical hits no longer deal extra damage


OTHER MATERIAL EFFECTS
Fertile Mud
Increases fertility of crops



Uragaan CR 6 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-4 1-5 Uragaan Carapace (A,W)
5-9 6-9 Uragaan Scale (W)
----- 10-11 Firecell Stone (A,W)
10-14 12-15 Uragaan Scute (A,W)
----- 16-18 Flame Sac (W)
15-17 19-20 Uragaan Marrow (A)
18-19 ----- Uragaan Jaw (W)
20 ----- Uragaan Ruby (A)

ARMOR MATERIAL EFFECTS
Uragaan Carapace
Reduces lightning and thunder damage by 2

Firecell Stone
Shield. When you use a reaction that increases your AC, it increases by an additional 1 AC

Uragaan Scute
Guard. You cannot be pushed or knocked backwards

Uragaan Marrow
Negate Bleeding. you are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound

Uragaan Ruby
Uragaan Protection. When you must make a saving throw while taking the dodge action, you can use your Armor Class in place of making the roll. You can use this feature 3 times, regaining all uses back at the end of a long rest.

name
Effect


WEAPON MATERIAL EFFECTS
Uragaan Carapace
During a long or short rest you can spend your time sharpening a bladed weapon. When you hit a creature for the first time after sharpening it, the weapon deals its maximum piercing or slashing damage to the target.

Uragaan Scale
Gain advantage on your first carve attempt on a creature

Firecell Stone
Once per long rest you can conjure a flask of Alchemist's fire.

Uragaan Scute
Partbreaker. You deal an extra 1d4 damage when you critically hit with this weapon.

Flame Sac
Fire spells deal additional 1d4 fire damage

Uragaan Jaw
Spread up. Spread ammo deals +1 damage.



Anjanath CR 7 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-5 1-5 Anjanath Pelt (A,W)
6-10 6-10 Anjanath Scale (A)
11-13 ----- Anjanath Fang (A,W)
14-16 11-14 Anjanath Nosebone (A)
17-19 15-16 Anjanath Tail (A,W)
----- 17-19 Flame Sac (A,W)
20 20 Anjanath Plate (A,W)

ARMOR MATERIAL EFFECTS
Anjanath Pelt
Marathon Runner. You gain +5 feet of movement while on land

Anjanath Scale
Reduces fire damage by 4.

Anjanath Fang
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a blinding white flame to erupt from your mouth before the attack hits or misses. An attacker that can’t be blinded is immune to this feature.

Anjanath Nosebone
Once per day, you may pass a Constitution saving throw you otherwise would have failed.

Anjanath Tail
As a bonus action you are resistant to fire damage until the end of your next turn. You cannot use this ability again until you complete a long or short rest.

Flame Sac
Once per Long rest, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.

Anjanath Plate
You have resistance to fire damage.


WEAPON MATERIAL EFFECTS
Anjanath Pelt
As an action you can make this weapon deal fire damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.

Anjanath Fang
You may store a spell of level 2 or lower in this weapon along with a metamagic or other such enhancement. The stored spell must have a casting time of 1 action or less. Casting the stored spell is an action that consumes the stored spell. The spell must be used by the next dawn.

Anjanath Tail
Special Ammo boost. Your coating now coats up to 20 arrows and your dragonpiercer deals one extra damage die.

Flame Sac
Fire spells deal additional 1d4 fire damage

Anjanath Plate
Artillery. Your Wyvernfire can now be used twice per long rest and you can add your Dexterity modifier to the damage of your shell attacks


Duramboros CR 9 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-7 1-3 Duram Carapace (W)
8-12 4-9 Hard Mossplate (A,W)
13-14 10-13 Duramboros Hump (A)
15-17 14-16 Duram Tailcase (W)
18-19 17-19 Duramboros Horn (A,W)
20 20 Duram Sacrum (A,W)

ARMOR MATERIAL EFFECTS
Hard Mossplate
Once per day, you may grant yourself advantage on any Acrobatic skill check.

Duramboros Hump
As a bonus action you are resistant to piercing damage until the end of your next turn. You cannot use this ability again until you complete a long or short rest.

Duramboros Horn
As a bonus action you are resistant to slashing damage until the end of your next turn. You cannot use this ability again until you complete a long or short rest.

Duram Sacrum
You have resistance to cold damage.


WEAPON MATERIAL EFFECTS
Duram Carapace
Partbreaker. You deal an extra 1d4 damage when you critically hit with this weapon.

Hard Mossplate
FastCharge. When you roll for initiative, your greatsword, longsword, or charge blade gains 1 charge, spirit, or phial charge.

Duram Tailcase
Blunt. Increases the hammers mighty weapon save Dc by +2

Duramboros Horn
Shotplus. Normal Ammo deals +2 damage

Duram Sacrum
Deadeye. A range weapons minimum attack range is doubled


Radobaan CR 10 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-5 1-5 Radobaan Shell (A)
6-11 6-10 Radobaan Scale (A)
12-16 11-13 Radobaan Oilshell (A)
----- 14-16 Sleep Sac (W)
17-19 17-19 Radobaan Marrow (A)
20 19-20 Wyvern Gem (A)

ARMOR MATERIAL
Radobaan Shell
You cannot be pushed or knocked backwards

Radobaan Scale
Reduces fire damage by 4

Radobaan Oilshell
Tremor-Proof. You cannot be knocked prone

Radobaan Marrow
Negate Bleeding. you are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound

Wyvern Gem
A creature takes 1d4 slashing damage when they make a melee weapon attack against you.


WEAPON MATERIAL
Sleep Sac
This weapon has 4 runes. When you hit a creature, you can expend 1 of its runes to have the target make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier or it falls Unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. The weapon regains 1 expended rune daily at dawn.



Glavenus CR 13 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-4 Glavenus Scale (A)
6-7 5-6 Glavenus Fang (W)
8-9 7-8 Glavenus Carapace (A)
----- 9 Flaming Bursa (A,W)
10-11 10-13 Glavenus Pyroshell (A,W)
12-14 14 Glavenus Tail (A)
15-16 15 Glavenus Tailpiece (W)
17-18 16-18 Solar Bursa (A,W)
19 19 Glavenus Plate (A,W)
20 20 Glavenus Fire Orb (A,W)

ARMOR MATERIAL EFFECTS
Glavenus Scale
Handicraft. You gain proficiency of one artisan tool of your choice each dawn.

Glavenus Carapace
You suffer no harm from temperatures as warm as 120 degrees Fahrenheit

Flaming Bursa
You have resistance to fire damage

Glavenus Pyroshell
When a creature hits you with a melee attack, you can use a reaction to deal 1d4 fire damage in return.

Glavenus Tail
This armor glows faintly when a Rathian, Malfestio, Agnaktor, and Zinogre. is near (240 feet or less)

Solar Bursa
You have advantage on saving throws vs effects that deal fire damage

Glavenus Plate
You have advantage on (Charisma & Strength) Intimidation checks

Glavenus Fire Orb
Once per long rest as an action, you gain truesight out to 60 feet for 1 hour.


WEAPON MATERIAL EFFECTS
Glavenus Fang
Once per short or long rest, when you attack with this weapon, you can make it explode in 15 foot cone. Any creature within the cone must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one.

Flaming Bursa
Your weapon deals an extra 1d6 fire damage

Glavenus Pyroshell
This weapon gains 6 runes and regains 1d6 runes at dawn. You can use a bonus action to shoot a spark out of the weapon at a creature, up to 60 feet away. The targeted creature must make a DC 13 Constitution saving throw, or become burned for 1 minute. A burned creature takes 1d6 fire damage at the start of their turn.

Glavenus Tailpiece
Deadeye. A range weapons minimum attack range is doubled

Solar Bursa
Crisis. While suffering from an abnormal status effect, such as poisoned, burning, slowed, blinded, etc, all attacks and spells deal an additional 1d12 spell or weapon damage.

Glavenus Plate
Grinder. this weapon ignores resistance to slashing damage.

Glavenus Fire Orb
Once per short or long rest, you can use an action to prime your shield. The next time you take damage from a melee attack, the shield explodes. The creature that attacked you must make a DC 15 Dexterity saving throw or take 3d6 fire damage. On a successful save, the creature takes half of that damage.



Brachydios CR 17 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-5 1-3 Brach Carapace
6-8 4-8 Brach Ebonshell
9-10 9 Mystery Slime
11 10-14 Brach Scalp
12-14 15-16 Brach Tail
15 ----- Brach Hammer
16 ----- Brach Marrow
17-19 17-19 Brach Pounder
20 20 Brach Gem

ARMOR MATERIAL EFFECTS
Brach Carapace
Handicraft. You gain proficiency of one artisan tool of your choice each dawn.

Brach Ebonshell
While wearing this armor you have resistance to fire damage

Mystery Slime
Twice per short or long rest, you can use an action to prime your shield. The next time you take damage from a melee attack, the shield explodes. The creature that attacked you must make a DC 15 Dexterity saving throw or take 3d6 fire damage. On a successful save, the creature takes half of that damage.

Brach Scalp
You may cast the grease spell three times per day through this armor.

Brach Tail
Once per day, you may grant yourself advantage on a Constitution saving throw.

Brach Marrow
Biology. Doubles the save DC of dung bombs and you are immune to blight effects such as waterblight, iceblight, or the blight spell.

Brach Gem
While wearing this armor you have immunity to fire damage


WEAPON MATERIAL EFFECTS
Brach Carapace
You gain a + 1 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +2 when the spell you are casting is a fire spell.

Mystery Slime
Once per turn, when you hit a creature with an Attack using this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 fire damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Brach Scalp
Attempts made to maintain a grapple are done with advantage

Brach Tail
You can use an action to cause thick, black oil to coat the weapon. The oil remains for 1 minute or until an Attack using this weapon hits a creature. On hit, the oil ignites and that creature must succeed on a DC 15 Constitution saving throw or take 2d10 fire damage and burn at the start of its turns for an additional 1d4 damage for 1 minute. The weapon can't be used this way again until the next dawn.

Brach Hammer
Bombardier. While attuned to this weapon a sorcerer, or wizard The weapon has 10 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: scorching ray (2 runes), Melf's Minute Meteors (3 runes), or Wall of Fire (4 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week. Requires 2 slots

Brach Marrow
Blast Coat. Heavy bowgun's cluster ammo deals an additional 2d6 fire damage and the Bows blast coating deals an additional 1d6 fire damage.

Brach Pounder
Rapid Fire. While using a lightbow gun you can make one additional attack as a bonus action, if you used the Attack action this turn.

Brach Gem
Spirit. When fighting a Huge or larger creature, your weapon deals 1d6 additional damage and its crit range is increased by 1



Deviljho CR 18 - 3 carves/capture

Carve Chance Capture Chance Carve Name Slots
1-4 1-4 Deviljho Hide
5-7 5-8 Deviljho Scale
8-10 9-11 Deviljho Talon
11-12 12-14 Deviljho Tallfang
13-14 ----- Deviljho Scalp
15-17 15-18 Deviljho Saliva
18-19 19-20 Deviljho Tail
20 ----- Deviljho Gem

ARMOR MATERIAL EFFECTS
Deviljho Hide
Carving Celebrity. You can carve a creature of CR 13 or lower 1 additional time.

Deviljho Scale
Speed Eating. You can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Deviljho Scalp
While wearing this armor, it lets you taste in all directions, and you have advantage on Wisdom (Perception) checks that rely on taste.

Deviljho Saliva
While wearing this armor, you have advantage on saving throws vs being frightened

Deviljho Tail
As an action, you can speak the armor's command word and attempt to swallow either a creature, or object, that is Medium or smaller. An unwilling creature must make a DC 13 Dexterity saving throw to escape the armor's grasp. Once swallowed, the creature or object is transported to a room that exists on a plane of existence found only within the armor. The room is a 10 foot by 10 foot cube, and can hold a single, living creature, and up to 1,000 pounds of objects. There are two windows on one of the walls that peer out, giving vision of the outside world. Speaking the armor's command word again spits out the creature or an object of your choice. A creature can attempt to escape, DC 15 strength saving throw, for each day that passes.

Deviljho Gem
You have resistance to fire and necrotic damage


WEAPON MATERIAL EFFECTS
Deviljho Talon
Weakness Exploit. Your weapon deals max damage to a creature that is vulnerable to this weapons damage type.

Deviljho Tallfang
Partbreaker. You deal an extra 1d8 damage when you critically hit with this weapon.

Deviljho Scalp
Increase your spell attack rolls and spell save DC by +2 when casting necromancy spells

Deviljho Saliva
The weapon has 10 runes. While a sorcerer, or wizard is wielding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: cause fear (1 rune), ray of enfeeblement (2 runes), ray of sickness (3rd-level version, 3 runes), contagion (4 runes), or harm (6 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week. Requires 2 slots

Deviljho Tail
Your weapon deals an extra 1d4 fire damage and 1d4 necrotic damage.

Deviljho Gem
Once per long rest, you can exhale a beam of hellfire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.



Zinogre CR 10 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-5 1-5 Zinogre Carapace (A)
6-8 6-9 Zinogre Electrofur (A,W)
9-10 10-12 Zinogre Claw (W)
11-12 13-15 Zinogre Shocker (W)
13 ---- Zinogre Shell (A)
14 16-17 Fulgurbug (A)
15-19 ----- Zinogre Tail (A)
20 18 Zinogre Jasper (A,W)
----- 19-20 Zinogre Plate (A,W)

ARMOR MATERIAL EFFECTS
Zinogre Carapace
Reduces lightning damage taken by 4

Zinogre Electrofur
While you are wearing no armour and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Zinogre Shell
Stam Recov. When you take a long rest, you reduce your exhaustion by 2 levels instead of 1.

Fulgurbug
A thunderbug travels with you. As an action, it will take flight. While in flight it sheds bright light in a 5-foot radius and dim light for an additional 15 feet.

Zinogre Tail
Barbarian Only. When you rage, you shroud yourself in an aura of lightning. Any creature that ends its turn within 5 feet of you takes 1d4 lightning damage

Zinogre Jasper
While wearing this armor you have resistance to lightning damage

Zinogre Plate
You have advantage on saving throws vs effects that would paralyze you


WEAPON MATERIAL EFFECTS
Zinogre Electrofur
Once per day, this weapon can be used to give a weather prediction for the next day, as detailed in the Druidcraft spell.

Zinogre Claw
your weapon deals an extra 1d4 lightning damage

Zinogre Shocker
Critical Element (lightning). When you critically hit with a weapon or spell that deals lightning damage, you deal an additional 1d6 lightning damage.

Zinogre Jasper
When a creature must make a saving throw after you hit it with your weapon, the save DC is increased by 1

Zinogre Plate
Chain Crit. Every consecutive hit on a creature increases your crit range by 1 until you score a critical hit miss an attack, or hit a different creature.


Jagras CR 1/2 - 1 carve

Carve Chance Material Slots
1-8 Jagras Hide (A)
9-15 Jagras Scale (A)
16-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS
Jagras Hide
+1 to nature checks

Jagras Scale
You grow snake like fangs


WEAPON MATERIAL EFFECTS
Sharp Claw
+1 slashing damage


Great Jagras CR 4 - 2 carves/capture

Carve Chance Capture Chance Material Slots
1-6 1-4 Great Jagras Scale (A)
7-11 5-10 Great Jagras Hide (A)
12-15 11-14 Great Jagras Mane (A)
16-20 15-16 Great Jagras Claw (W)
----- 17-20 Monsterbone+ (O)

ARMOR MATERIAL EFFECTS
Great Jagras Scale
You have +2 to intimidation checks

Great Jagras Hide
Speed Eating. You can use a consumable, such as a potion or food, as a bonus action.

Great Jagras Mane
Free meal: You no longer need to eat or drink.


WEAPON MATERIAL EFFECTS
Great Jagras Claw
Palico Rally. Hirelings gain +1 AC and +1 to Attack


OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon crafting material


Girros CR 1 - 1 carve

Carve Chance Material Slots
1-8 Girros Hide (A)
9-15 Girros Scale (A)
16-20 Girros Fang (W)

ARMOR MATERIAL EFFECTS
Girros Hide
+1 to stealth checks

Girros Scale
Your look like snake eyes. You have blindsight out to 10 feet.


WEAPON MATERIAL EFFECTS
Girros Fang
A creature hit by this weapon must succeed a DC 10 Constitution saving throw or become paralyzed until the end of its next turn.



Great Girros CR 6 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-2 1-3 Monsterbone+ (O)
3-5 4-7 Great Girros Hide (A)
6-8 8-9 Great Girros Hood (A,W)
9-13 10-13 Great Girros Scale (A)
14-16 ----- Great Girros Tail (W)
17-18 14-16 Great Girros Fang (W)
19-20 17-20 Paralysis Sac (W)

ARMOR MATERIAL EFFECTS
Great Girros Hide
Palico Rally. Hirelings gain +1 AC and +1 to Attack

Great Girros Hood
You are immune to damage from Effluvia and reduces acid damage by 2

Great Girros Scale
You have +2 bonus on saving throws vs effects that would paralyze you


WEAPON MATERIAL EFFECTS
Great Girros Hood
Your armor gains a hood, while wearing the hood, you have darkvision out to a range of 60 feet.

Great Girros Tail
Horn Maestro. Extends the duration of the hunting horns melody by 30 seconds.

Great Girros Fang
A creature hit by this weapon must succeed a DC 13 Constitution saving throw or become paralyzed until the end of its next turn.

Paralysis Sac
While attuned to this weapon a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard can cast Hold Person at 2nd level once per long rest


OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon crafting material



Dodogama CR 7 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-3 1-3 Monsterbone+ (O)
4-6 4-7 Dodogama Hide (A,W)
7-9 8-9 Dodogama Jaw (W)
----- 10-12 Nourishing Extract (O)
10-14 13-17 Dodogama Scale (A)
15-17 ---- Dodogama Tail (A,W)
18-20 18-20 Dodogama Talon (A,W)

ARMOR MATERIAL EFFECTS
Dodogama Hide
Your armor reduces fire damage by 3

Dodogama Scale
You gain a +2 bonus to animal handling checks

Dodogama Tail
Capacity Boost. Your Phial Charge maximum is increased by 1 and your gunlance can use its Shell attack one additional time per short rest

Dodogama Talon
You have a +2 bonus on saving throws vs effects that deal fire damage

 

   


WEAPON MATERIAL EFFECTS
Dodogama Hide
You gain a + 1 bonus to your spell attack rolls when casting fire spells

Dodogama Jaw
While attuned to this weapon a Sorcerer or Wizard can cast Firebolt at will

Dodogama Tail
Mini-Bombardier. While attuned to this weapon a sorcerer, or wizard The weapon has 5 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: burning hands (1 rune) scorching ray (2 runes), aganazzar's scorcher (2 runes), or Flaming Sphere (2 runes). The weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

Dodogama Talon
Artillery. Your Wyvernfire can now be used twice per long rest and you can add your Dexterity modifier to the damage of your shell attacks


OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon crafting material

Nourishing Extract
Used for crafting Ancient Potions, Mega Demondrugs/Armorskin


Shamos CR 1 - 1 carve

Carve Chance Material Slots
1-8 Shamos Hide (A)
9-15 Shamos Scale (A)
16-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS
Shamos Hide
Geologist. You can harvest from bone piles one additional time

Shamos Scale
Detect. increases passive Perception by +2


WEAPON MATERIAL EFFECTS
Sharp Claw
+1 slashing damage




Tobi-Kadachi CR 6 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-3 1-3 Med Monsterbone (O)
4-7 4-7 Tobi-Kadachi Pelt (A,W)
8-12 8-11 Tobi-Kadachi Scale (A)
13-15 12-14 Tobi-Kadachi Membrane (A)
16-19 15-16 Tobi-Kadachi Claw (A,W)
---- 17-19 Electro Sac (A,W)
20 20 Wyvern Gem (A)

ARMOR MATERIAL EFFECTS
Tobi-Kadachi Pelt
As an action, you can don or doff your armor.

Tobi-Kadachi Scale
You have a +3 bonus to Acrobatic checks

Tobi-Kadachi Membrane
Your armor has a gliding membrane, which extends from your forearms to your hindlegs. As an action or reaction, you can extend your arms to reduce your fall speed to 10 feet per round while traveling in a forward motion until you reach the ground, you are grappled, or you use your action to end the effect early. If you are falling straight down, you may choose the direction you travel when you begin your glide.

Tobi-Kadachi Claw
Jump Master. While wearing this armor, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so

Electro Sac
While wearing this armor, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Wyvern Gem
Evade Extender (S). You have a +2 bonus to Dexterity saving throws


WEAPON MATERIAL EFFECTS
Tobi-Kadachi Pelt
As a bonus action you can cause this weapon to return to your hand so long as it is within 200 feet of you.

Tobi-Kadachi Claw
Spells that deal lightning damage, deal an additional 1d4 lightning damage

Electro Sac
Your weapon deals an extra 1d4 lightning damage


OTHER MATERIAL EFFECTS
Med Monsterbone
Uncommon Armor Crafting Material



Odogaron CR 8 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-4 1-4 Odogaron Sinew (A,W)
5-9 5-9 Odogaron Scale (A,O)
10-13 10-12 Odogaron Claw (A,W)
14-15 13-14 Odogaron Tail (W)
----- 15-17 Nourishing Extract (O)
16-18 ----- Odogaron Fang (W)
19 18 Odogaron Plate (A)
20 19-20 Odogaron Gem (W)

ARMOR MATERIAL EFFECTS
Odogaron Sinew
You have a +2 bonus to intimidation checks

Odogaron Scale
Your armor reduces necrotic damage by 4

Odogaron Claw
Your movement speed increases by 10 feet

Odogaron Plate
Negate Bleeding. you are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound


WEAPON MATERIAL EFFECTS
Odogaron Sinew
Quick Sheath. You can always sheath a weapon as a free action even if you have already drawn a weapon as part of your move action.

Odogaron Claw
Your weapon deals an extra 1d4 necrotic damage

Odogaron Tail
Doubles the effect of the light bowgun's demon ammo

Odogaron Fang
Critical Eye. Your weapon attacks critical hit range is increased by 1.

Odogaron Gem
Once per turn, when you hit a creature with an Attack using this Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.


OTHER MATERIAL EFFECTS
Nourishing Extract
Used for crafting Ancient Potions, Mega Demondrugs/Armorskin

Odogaron Scale
Can be used to craft Oil of Sharpness



Gore Magala CR 21 - 3 carves/capture

Carve Chance Capture Chance Material Slots
1-3 1-5 Gore Magala Carapace (A,W)
4-5 6-7 Gore Magala Ripclaw (A,W)
6 8-10 Gore Magala Wing (A,W)
7-10 ----- Gore Magala Tail (A,W)
11-13 11-13 Frenzy Crystal (W)
14-15 14-15 Gore Magala Feeler (A,W)
16-17 16-18 Defiled Scale (A,W)
18-19 19 Gore Magala Plate (A,W)
20 20 Gore Magala Nyctgem (A,W)

ARMOR MATERIAL EFFECTS
Gore Magala Carapace
Frenzy Res. You have advantage on saving throws vs the Frenzy Virus.

Gore Magala Ripclaw
Evasion. You have advantage on Dexterity saving throws.

Gore Magala Wing
Biology. Doubles the save DC of dung bombs and you are immune to blight effects such as waterblight, iceblight, or the blight spell.

Gore Magala Tail
While you wear this armor, your passive Perception increases by 5. and you have advantage on Dexterity (Stealth) checks made to hide.

Gore Magala Feeler
While wearing this armor you have resistance to cold damage.

Defiled Scale
While you wear this armor, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Gore Magala Plate
While wearing this armor you have immunity to cold damage.

Gore Magala Nyctgem
If you aren't wearing armor; your base Armor Class is 15 + your Dexterity modifier:


WEAPON MATERIAL EFFECTS
Gore Magala Carapace
When held, this weapon draws in light, snuffing all nonmagical flames within 30 feet out. It turns dim light into darkness and bright light into dim light.

Gore Magala Ripclaw
MELEE WEAPON ONLY. When you Attack a creature with this weapon and roll a 20 on the Attack roll, that target takes an extra 4d6 weapon damage. Then roll another d20. If you roll a 20, you remove one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

Gore Magala Wing
Spirit. When fighting a Huge or larger creature, your weapon deals 1d6 additional damage and its crit range is increased by 1

Gore Magala Tail
Your weapon deals an additional 1d8 necrotic damage

Gore Magala Feeler
MELEE WEAPON ONLY. This Weapon has 3 Runes. While holding it, you can use an action and expend 1 rune to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The weapon regains 1d3 expended Runes daily at dawn.

Defiled Scale
Your weapon deals an additional 1d10 necrotic damage

Gore Magala Plate
You gain a + 3 bonus to your spell attack rolls and spell save DC while attuned to this weapon.

Gore Magala Nyctgem
The weapon has 10 runes. While a sorcerer, warlock, or wizard is wielding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: inflict wounds (3rd level, 3 runes), blindness/deafness (2 runes), bestow curse (3 runes), blight (4 runes), or circle of death (6 runes) eyebite(sickened) (6 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.


OTHER MATERIAL EFFECTS
Frenzy Crystal
Used for research and quite valuable



Shagaru Magala

Challenge Rating 25
Carves 4

Carve Chance Material Slots
1-3 S.Magala Shard (A,W)
4-5 S.Magala Cortex (A,W)
6 S.Magala Purifier (A,W)
7 S.Magala Lightwing (A,W)
8-9 S.Magala Lash (A)
10-11 S.Magala Hardhorn (W)
12 S.Magala Prismwing (A,W)
13-14 Pure Scale (A,W)
15 S.Magala Phosgem (A,W)
16 S.Magala Mantle (A,W)
17-18 Pure Frenzy Crystal (O)
19-20 Vile Frenzy Crystal (O)

ARMOR MATERIAL EFFECTS
S.Magala Shard
Handicraft. You gain proficiency of two artisan tools of your choice each dawn.

S.Magala Cortex
Gourmand: You double amount of days you can go without food or water before suffering a level of exhaustion.

S.Magala Purifier
Lance Only. Your Guard AC bonus now last until the start of your next turn and you cannot be knocked prone.

S.Magala Lightwing
As an action, you grow wings that look like the Shagaru Magala's. You gain a flying speed of 60 feet for 24 hours or until you end the effect as an action.

S.Magala Lash
While wearing this armor you have resistance to cold damage.

S.Magala Prismwing
You have advantage on saving throws against spells

Pure Scale
While wearing this armor you have immunity to cold damage.

S.Magala Phosgem
This armor gains 5 runes. It regains 1d4 + 1 charges daily at dawn. When you roll a Dexterity saving throw or you roll for initiative, you can expend 1 rune to gain advantage on that roll before you make it. When you are hit by an attack, you can use your reaction to expend 2 runes and halve the damage you take from that attack, unless the damage is necrotic.

S.Magala Mantle
You gain truesight out to 60 feet


WEAPON MATERIAL EFFECTS
S.Magala Shard
Peak Performance. When your hit points are full and you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

S.Magala Cortex
Quick Load. You can reload as a free action.

S.Magala Purifier
Your weapon deals an additional 1d8 radiant damage.

S.Magala Lightwing
This weapon has 3 runes. When you hit a creature, you can expend 1 rune to cast faerie fire using your save DC centered on the target. If you are in the area, you automatically succeed on the save.

S.Magala Hardhorn
Your weapon deals an additional 1d10 radiant damage.

S.Magala Prismwing
The weapon can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the weapon by touching the weapon as the spell is cast. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spel! determines how much space it uses. While attuned to this weapon, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.

Pure Scale
Trump Card. You have advantage on attack rolls vs creatures that are grappled.

S.Magala Phosgem
Elderseal. A creature hit by this weapon cannot use an ability that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

S.Magala Mantle
This weapon has 2 runes that recharge at dawn. You may expend a rune causing three 60-foot tall spore geysers, that are 5 feet wide, to erupt from the ground. These geysers must appear within a 60 foot radius around you. A creature within the geysers area, must make on a DC 17 Constitution saving throw, or take 6d8 necrotic damage on a failed save, or half as much on a successful one.


OTHER MATERIAL EFFECTS
Pure Frenzy Crystal
A crystal so pure it hardly belongs in this world. Sows destructive impulses.

Vile Frenzy Crystal
A sanity-robbing crystal. The Guild demands these be turned in.

 

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