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How To Use This Book?

Harvesting Checks
The work is half the reward, but what if you There are a few ways to harvest the monsters
want the whole reward? After braving the found in the worlds of Dungeons & Dragons,
dangers of an acid-spewing dragon or the and doing so can impact the nature of the
petrifying gaze of a snake-headed medusa, it is game being played. What follows are some
reasonable that the adventurers who survived suggestions as to how the characters might be
the monster’s onslaught might claim some sort able to harvest a recently deceased creature.
of prize. This document supplies a list of items Ability Check

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and loot that traveling adventurers might find When a character attempts to harvest a
on the monsters they encounter and slay on creature, they must first succeed on a specific
their fantastical journeys. ability check to successfully harvest the
What follows in this section are some light components from it. The nature of the ability

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mechanics for harvesting dead creatures. check depends on the monster’s type. The
There are different types of loot that can following table should be seen as a suggestion
be found on a monster, not all of which are for splitting up the checks and can be changed
necessarily useful for a group of travelling to better fit the nature of the game at hand.
adventures. The supplied loot tied to each
monster are simply suggestions that can be Type of Ability Check
changed by the DM to fit the circumstances of Creature Type Ability Check
the campaign they are running. Beast, dragon, giant, Nature
The loot found within this document has monstrosity, plant

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been designed with the rules below in mind
for two reasons. First, this prevents characters
immediately picking something up from a
monster and using it seconds later. Second,
Humanoid
Celestial, fiend, undead
Aberration, construct,
Survival
Religion
Arcana
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this document assumes that there is a body elemental, fey, ooze
left to harvest once the creature has been
killed. This should be considered when the The DC of the check is determined by the
adventurers are fighting demons and devils, CR of the creature being harvested, but the
which are likely to leave no corpse as they harvesting check DC cannot be lower than 10
respawn on their home plane after being killed and cannot be higher than 30. If a character
on the Material Plane. succeeds on the ability check, they are able
m

to harvest all available loot on the monster. If


Killing Humanoid Enemies they fail the check, the character is only able to
Many humanoid enemies exist within the harvest half of the items.
worlds of Dungeons & Dragons. Some of
the more popular include goblins and orcs. Harvesting Check DC = 10 + monster CR
Opposing their wicked ways have set brave (not lower than 10 and not higher than 30)
Sa

adventurers on the path to becoming legends


of the realm. If the character fails the check by 5 or more, a
When killing a humanoid enemy, the mishap occurs during the harvesting process.
adventurers are entitled to any loot the This could be anything from piercing a gland
humanoid may carry on their person. of acid to an environmental accident, such as a
Weapons, armor, and other sparse items are rock slide covering the creature. Regardless of
listed below the humanoid’s name, as with the nature of the mishap, all loot is lost.
every other monster. However, harvesting Remember that two characters can help
body parts, such as hide and flesh, from one another harvest a creature. This means
humanoid creatures is not something this that one of them gains advantage on their
document covers because we don’t encourage roll, thereby increasing their chances of
adventurers to tear into the bodies of people. successfully looting the monster.

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Tool Check The DM should estimate the amount of loot
Without the necessary tools, the characters left on a monster if the party stumbles upon a
might be unable to fully harvest the monster dead creature. In most cases, it is impossible
in question. The set of tools needed, if any, to harvest food from creatures entering a state
to harvest the creature is up to the DM and of decay. There are exceptions to this, such
can vary from monster to monster. Weapons as a character using the spell purify food and
and armor can simply be picked up from the water on the carcass, which might cleanse the
ground, while organs and hide need more flesh enough that rations can be harvested.
finesse to obtain.

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Alternatively, the DM can introduce the idea Types of Loot
of harvester’s tools, a type of artisan’s tools Some creatures are able to use armor and
that are required when harvesting certain weapons, but they don’t always take the
resources from a creature, such as hide best care of them. If an item has the broken

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and organs. The harvester’s tools come in a descriptor, the item was damaged prior
leather satchel that can be rolled out for easy to fighting or during the fight in which the
use while in the field. The tool set includes a creature died. A broken item does not function
bonesaw, a thinly bladed knife, a whetstone, a until it has been repaired by an artisan or by a
scraper, and a mincing blade. The price for a creature with proficiency in the required set of
set of harvester’s tools is 30 gp. tools. To repair the item, the characters must
pay half of the cost of the item. For instance,
Harvest Time a broken glaive with an initial cost of 20 gp
The size of the creature being harvested can would cost 10 gp to repair.

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heavily impact how long it takes to completely
loot the monster. If the adventurers are
unwilling to harvest for the entire duration, or
they are somehow interrupted, they only get a
Other items, such as blood or other liquids,
are harvested in vials. This means that, unless
a character has some sort of container to
gather the item, they cannot harvest it from
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portion of the loot. The amount of loot they get the creature. A single vial holds four ounces
in such a situation varies and is decided by the of liquid. If items like dust or ash can be
DM. harvested, these also need to be stored in
some sort of container if the characters wish to
Time Spend Harvesting bring it with them.
Monster Size Time to Fully Harvest Some creatures, like beasts and
monstrosities, might yield rations. This refers
m

Tiny Less than ½ hour


to harvesting meat from the creature that can
Small ½ hour
be eaten as a day’s ration. Whether or not this
Medium 1 hour meat needs to be cooked before it is edible
Large 2 hours and how long it lasts before it turns rancid is
determined by the DM. Most meat starts to go
Huge 4 hours
bad after 1-2 days, if not cooked or cured.
Sa

Gargantuan 8+ hours Certain creatures have items that can be


used as an additional material component
Time of Death for spellcasters. The use of these components
must be declared before any saving throws or
The amount of loot available on a creature
attack rolls are made because of the spell in
can vary depending on time since death. If the
question. When the item is used in this way, it
characters just killed it, all the loot is available
is consumed in the process of casting the spell
to them if they wish to harvest the creature.
and cannot be reused.
This is not the case if they stumble upon a
carcass that has been rotting away in the wild
for several weeks.

10
The same is the case for items
that need to be consumed by a
character. As an action, these
items are eaten or drunk to
gain their benefits and cannot
be reused. To consume these
items, they first need to be
treated using a specific tool set.
The consumable can be turned

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into a potion using alchemist’s
supplies, cooked using cook’s
utensils, or distilled into a type of
alcohol using brewer’s supplies.

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Creating one consumable
takes an hour and the DC
for creating the finished
consumable is equal to 5 +
monster CR (not lower than
10 and not higher than 30). Consuming the
item before it has been treated results in the
character having to make a DC 15 Constitution
saving throw. If they fail, the character spends

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their next turn incapacitated as they start
throwing up. Whether they succeed or fail, they
gain no benefit from consuming the item.
Some things, such as teeth and hide, need
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to be crafted before they can be used. To craft
an item from harvested monster parts, the
materials need to be taken to an artisan who
knows how to craft magic items. Items that can
be crafted have a cost in gold pieces attached
to them. This cost represents the purchasing
of additional materials needed for the crafting
m

process and also the the hired artisan’s time


working on the item. The amount of time it
would take the trained artisan to craft the item
is also noted. If an item has been crafted in this
way, it is considered magical for the purpose
of overcoming resistances and immunities.
Sa

The cost and designated time allotted to these


items should be seen as a suggestions and can
be changed to fit the nature of the game being
played.
An exception to this is when a character is
using monster loot to make ammunition, such
as arrows and crossbow bolts. When making
ammunition, the character only needs to have
proficiency in the weapon the ammunition is
for to successfully make the item. It takes 10
minutes to make one piece of ammunition.

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_____________________________
SECTION A
_____________________________
Aarakocra crossbow bolt. Ranged attacks that use
ammunition made from these feathers
• 1d6 Aarakocra Feathers. Two feathers
deal an additional 1d8 radiant damage
can be used as fletching on an arrow or

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on a hit. After the ammunition has been
a crossbow bolt. Ranged attacks that use
fired, it loses this property.
ammunition made from these feathers
have an increased range of 10 feet. After • 1 Holy Mace. Requires attunement by a
the ammunition has been fired, it loses creature with a good alignment. This is a

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this property. magical mace, which deals an additional
1d8 radiant damage on a hit. The
• 1 Broken Leather Armor.
mace deals an additional 1d8 radiant
• 1d4 Javelins. damage if the targeted creature is a fiend
or undead.
Aboleth • 1 Set of Divine Bracers. Requires
• 1d3 Aboleth Eye. Can be used as an attunement by a creature with a
additional material component when good alignment. While wearing these

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casting the spells charm person and
suggestion. When used in this way, the
target of the spell has disadvantage
on their saving throw against the

magical bracers, you have +1 to AC and
resistance to radiant damage.
1d2 Vials of Angel Blood. When
consumed, this functions as a potion of
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spell’s effects.
greater healing.
• 1 Aboleth Hide. Can be crafted into a
cloak of the manta ray (DMG p. 159) Planetar
(200 gp, 14 days). • 1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
• 4d6 Aboleth Teeth. Can be sold for 10 eight hours.
gold pieces per tooth.
m

• 2d6 Celestial Feathers. Two feathers can


• 1d4 Aboleth Tentacles. Can be crafted be used as fletching on an arrow or a
into a magical whip (200 gp, 14 days). crossbow bolt. Ranged attacks that use
This functions as a +1 weapon. ammunition made from these feathers
• 1d4 Vials of Aboleth Mucus. When deal an additional 1d8 radiant damage
consumed, you must succeed on a DC on a hit. After the ammunition has been
14 Constitution saving throw or become fired, it loses this property.
Sa

diseased for 1d4 hours. While diseased, • 1 Holy Greatsword. Requires attunement
you can only breathe underwater. by a creature with a good alignment.
This is a magical greatsword, which
Angels deals an additional 1d8 radiant damage
on a hit. The greatsword deals an
Deva
additional 1d8 radiant damage if the
• 1 Divine Tongue. When consumed, you
targeted creature is a fiend or undead.
gain the benefits of the tongues spell for
eight hours. • 1 Holy Sash. Requires attunement by a
creature with a good alignment. While
• 2d4 Celestial Feathers. Two feathers can
wearing no armor, you have a +1 bonus
be used as fletching on an arrow or a

12
to AC and resistance to radiant damage. • 1 Ounce of Arcane Dust. Can be used as
Once per day, you may cast one of the an additional material component when
following spells: detect evil and good, casting spells that deal damage. When
shield of faith, death ward. used in this way, you can choose to reroll
one of the rolled damage dice and must
• 1d4 Vials of Angel Blood. When
keep the second result.
consumed, this functions as a potion of
greater healing. Flying Sword
• 1 Broken Longsword.
Solar

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• 1 Divine Tongue. When consumed, you • 1 Ounce of Arcane Dust. Can be used as
gain the benefits of the tongues spell for an additional material component when
eight hours. casting spells that deal damage. When
used in this way, you can choose to reroll

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• 3d8 Celestial Feathers. Two feathers can
one of the rolled damage dice and must
be used as fletching on an arrow or a
keep the second result.
crossbow bolt. Ranged attacks that use
ammunition made from these feathers Rug of Smothering
deal an additional 1d8 radiant damage • 1 Carpet. Can be worn as a cloak. While
on a hit. After the ammunition has been wearing this ragged fabric, you have
fired, it loses this property. advantage on Charisma checks made to
• 1 Holy Greatsword. Requires attunement pass off as a member of the lower class.
by a creature with a good alignment. • 1d2 Ounces of Arcane Dust. Can be used

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This is a magical greatsword, which
deals an additional 1d8 radiant damage
on a hit. The greatsword deals an
additional 1d8 radiant damage if the
as an additional material component
when casting spells that deal damage.
When used in this way, you can choose to
reroll one of the rolled damage dice and
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targeted creature is a fiend or undead. must keep the second result.
• 1 Holy Longbow. Requires attunement
by a creature with a good alignment. Ankheg
This is a magical longbow, which deals • 1 Ankheg Hide. Can be crafted into a set
an additional 1d8 radiant damage on a of studded leather armor (45 gp, 2 days).
hit. The longbow deals an additional 1d8
m

radiant damage if the targeted creature • 2d6 Rations.


is a fiend or undead. • 2d4 Vials of Acid.
• 1 Robe of Sacrament. Requires
attunement by a creature with a good Azer
alignment. While wearing this robe, you • 1 Broken Warhammer.
can cast the detect good and evil spell at
• 2d6 Random Gems (Value 10 GP).
Sa

will. Once per day, you can also cast each


of the following spells: commune, dispel • 1 Vial of Fire Essence. This liquid glows
good and evil, resurrection. in the dark, shedding bright light in
• 1d6+2 Vials of Angel Blood. When a 10-foot radius and dim light for an
consumed, this functions as a potion of additional 10 feet if not covered. As an
greater healing. action, the essence can be applied to
a weapon made of metal and imbue it
with magical fire. For one minute, when
Animated Objects the weapon hits a target it deals an
Animated Armor additional 1d6 fire damage. The essence
• 1 Broken Plate Armor (size Medium). then evaporates.

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_____________________________
SECTION B
_____________________________
Banshee on a hit. It also deals an additional 1d6
damage against dragons.
• 1 Ounce of Phantom Dust. As an action,
you can blow this dust into the face of a • 1 Behir Hide. Can be crafted into a set of

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creature standing within 5 feet of you. resistant light armor (1500 gp, 40 days).
The creature must succeed on a DC 13 While wearing this armor, you have
Wisdom saving throw or be frightened resistance to lightning damage.
of you for one minute on a failed save. A

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• 4d6 Rations.
frightened creature can repeat the saving
throw at the end of each of its turns, • 1d6 Vials of Behir Blood. Can be used as
ending the effect on a success. an additional material component when
casting spells that deal lightning damage.
• 1 Spirit Cloth. Can be crafted into a
When used in this way, you may reroll
bag of holding (DMG p. 153) (200 gp,
any 1s and 2s rolled on the damage dice
14 days).
and must keep the second result.
• 1d2 Vials of Ectoplasm. When
consumed, you can see into the Ethereal Beholders
Plane for one hour.

Basilisk
e Beholder
• 1d4 Beholder Eyestalks. Once per day,
the eye stalk can fire one beholder eye
pl
• 1d2 Basilisk Eyes. When consumed, you ray. The type of ray being fired depends
must succeed on a DC 12 Constitution on the type of eye stalk it was shot from.
saving throw or become petrified as you The type of eye stalk is determined at
are turned to stone. You remain petrified random when the stalk is harvested.
until freed by the greater restoration
spell or similar magic. It can also be used • 4d6 Beholder Teeth. These teeth can be
as an additional material component sold for 10 gold pieces per tooth.
m

when casting the spell flesh to stone. • 1 Large Beholder Eye. Can be crafted
When used in this way, the target of the into an antimagic shield (2500 gp, 75
spell has disadvantage on their saving days). Requires attunement. Once per
throw against the spell’s effects. day, you can cast the antimagic field
• 1 Vial of Basilisk Gullet Oil. If poured on spell using the shield with the following
a Medium or smaller creature that has changes: the duration of the spell is one
Sa

been petrified by being turned to stone, minute and the effects of the spell only
they are cured of the petrified condition. exist in a 60 foot cone originating from
the shield.
Behir • 1d4 Small Beholder Eyes. Can be used
• 4d6 Behir Claws. Can be sold for 10 gold as an additional material component
pieces per claw. when casting spells that deal psychic
damage. When used in this way, you may
• 1d2 Behir Fangs. Can be crafted into a reroll any 1s and 2s rolled on the damage
dagger (250 gp, 14 days). This weapon dice and must keep the second result.
deals an additional 1d6 lightning damage
• 1d6 Vials of Beholder Blood. When

14
consumed, you become hyper aware of and cast counterspell at its lowest level.
your surroundings and the actions of If you have to make an ability check
other people. You have advantage on when using this feature because of the
Wisdom (Insight) checks and on Wisdom opponent’s spell level, you add +2 to the
(Perception) checks that rely on sight. ability check. You add no other modifier.
This effect lasts for eight hours.
• 1d2 Spectator Eyestalks. Once per day,
Death Tyrant the eye stalk can fire one spectator eye
• 4d6 Death Tyrant Teeth. Can be sold for ray. The type of ray being fired depends

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10 gold pieces per tooth. on the type of eye stalk it was shot from.
The type of eye stalk is determined at
• 1d6 Death Tyrant Bone Fragments. random when the stalk is harvested.
Ranged attacks that use ammunition
made from these bone fragments deal an • 2d6 Spectator Teeth. These teeth can be

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additional 1d8 necrotic damage on a hit. sold for 2 gold pieces per tooth.
It takes one bone fragment to make one
piece of ammunition. Blights
• 1 Large Death Tyrant Eye. Can be crafted Needle Blight
into a negative energy shield (2500 gp, • 1d4 Needles. Functions as a dart.
75 days). Requires attunement. Once
per day, you can activate the shield as an Twig Blight
action and cause negative energy to flow • 1 Twig. Can be used as an arcane focus
or a druidic focus.

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from it. For one minute, any creature
within a 60 foot cone from the shield
can’t regain hit points. Any humanoid
that dies there becomes a zombie under
Vine Blight
• 1d2 Vine. Can be used as a 20 foot long
silk rope.
pl
your command. The dead humanoid
retains its place in the initiative order • 1d4 Blight Buds. Can be used as an
and animates at the start if its next turn, additional material component when
provided its body hasn’t been completely casting spells that deal acid damage.
destroyed. Your command of the zombie When used in this way, you deal 1d4
lasts for one minute, after which the additional acid damage with the spell.
zombie will continue to act on its own.
m

• 1d4 Small Death Tyrant Eyes. Can Bugbears


be used as an additional material Bugbear
component when casting spells that • 1 Broken Hide Armor (size Medium).
deal force damage. When used in this
• 1 Broken Morningstar.
way, you may reroll any 1s and 2s rolled
on the damage dice and must keep the • 1 Broken Shield.
Sa

second result. • 1d2 Javelins.


• 1d4 Vials of Ectoplasm. When
consumed, you can see into the Ethereal
Bugbear Chief
• 1 Broken Chain Shirt (size Medium).
Plane for one hour.
• 1 Broken Morningstar.
Spectator
• 1 Large Spectator Eye. Can be crafted • 1 Broken Shield.
into a counter shield (500 gp, 30 days). • 1 Heart of Hruggek. When consumed,
Requires attunement. Once per day, you gain advantage on saving throws
you can activate the shield as a reaction against being charmed, frightened,
paralyzed, poisoned, stunned, or put to

15
sleep for one hour. (750 gp, 4 days).
• 1d2 Javelins. • 2d6 Rations.

Bulette Bullywug
• 1d3+1 Bulette Feet. Two bulette feet can • 1 Broken Hide Armor (size Small).
be crafted into a set of boots of striding
• 1 Broken Shield.
and springing (DMG p. 156) (200
gp, 14 days). • 1 Broken Spear.

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• 1 Bulette Plated Hide. Can be crafted • 1 Vial of Bullywug Slime. When
into a set of plate armor (1500 gp, 5 consumed, you become amphibious for
days) or into a set of half-plate armor one round.

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_____________________________
SECTION C
_____________________________
damage on a hit. Once per day on a
Cambion



1 Broken Spear.
e
1 Broken Scale Mail (size Medium).

1d2 Cambion Hands. Requires


hit, you can force the target to make a
DC 13 Constitution saving throw. On a
failed save, it is poisoned for 1 minute.
Until this poison ends, the creature is
pl
paralyzed. The target can repeat the
attunement. Can be used as an arcane saving throw at the end of each of its
focus. You know the produce flame turns, ending the poison on itself on
cantrip, but only when you are holding a success.
onto the hand. Charisma is your
spellcasting ability for the cantrip. • 2d6 Rations.
• 1 Cambion Tongue. When consumed,
Centaur
m

you gain advantage on Charisma


checks for one hour. It can also be used • 3d6 Arrows.
as an additional material component • 1 Broken Longbow.
when casting the spells charm person,
command, suggestion, and mass • 1 Broken Pike.
suggestion. When used in this way, one • 1 Tuft of Centaur Hair. Two tufts be
Sa

target of the spell has disadvantage crafted into a rope of climbing (DMG p.
on their saving throw against the 197) (200 gp, 14 days).
spell’s effects.
• 1d2 Cambion Wings. Two wings can be Chimera
crafted into a cloak of the bat (DMG p.
• 1d8 Chimera Claws. Can be sold for 3
159) (2000 gp, 60 days).
gold pieces per claw.

Carrion Crawler • 1 Chimera Fire Gland. When consumed,


the gland functions as a potion of fire
• 1d2 Carrion Crawler Tentacle. Can be
breathing.
crafted into a whip (300 gp, 20 days).
The whip deals an additional 1d4 poison • 1d2 Chimera Hooves. These hooves can
be sold for 10 gold pieces per hoof.

16
• 1d2 Chimera Wings. Two wings can be become petrified and turn to stone. You
crafted into a cloak of protection (DMG will remain petrified for 24 hours, after
p. 159) (200 gp, 14 days). which the petrified effect ends.
• 2d6 Rations.
Couatl
Chuul • 1d6 Celestial Feathers. Two feathers can
be used as fletching on an arrow or a
• 1d2 Chuul Pinchers. Two pinchers can
crossbow bolt. Ranged attacks that use
be crafted into a greatsword (150 gp, 10

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ammunition made from these feathers
days). When attacking with this weapon,
deal an additional 1d8 radiant damage
you can try to grapple a creature you’re
on a hit. After the ammunition has been
fighting. On a hit, you can choose to forgo
fired, it loses this property.
doing damage and instead grapple the

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creature (escape DC 14) if it is Medium • 1d2 Couatl Fangs. Can be crafted into
or smaller. The grappled creature can a dagger (200 gp, 14 days). Requires
use its action on its turn to attempt to attunement. Once per day, you can use
free itself from the grapple. Until this the weapon to force a creature you
grapple ends, you can’t use this weapon hit with the weapon to make a DC 13
on another target. Constitution saving throw. On a failed
save, the creature falls unconscious for
• 2d4 Vials of Chuul Blood. When
24 hours or until it is woken up by taking
consumed, you are under the effects of
damage or by another creature using an

Cloaker
e
the detect magic spell for 10 minutes.
This effect isn’t magical.

action to shake it awake.
1 Couatl Hide. Can be crafted into a
cloak of nondetection (200 gp, 14 days).
While wearing this cloak, you become
pl
• 1 Cloaker Hide. Can be crafted into a
immune to scrying and to any effect that
cloak of displacement (DMG p. 158)
would sense your emotions, read your
(2000 gp, 60 days).
thoughts, or detect your location as long
• 1 Cloaker Tail. Can be crafted into a as you are wearing the cloak.
shortsword (10 gp, 2 days).
• 1 Set of Cloaker Vocal Cords. Once per Crawling Claw
m

day, you can blow into these vocal cords • 1 Non-Crawling Claw. Can be used as an
as an action and sound out a horrifying arcane focus.
moan. Each creature within 30 feet of
you that can hear the moan and that Cyclops
isn’t an aberration must succeed on a
DC 13 Wisdom saving throw or become • 1 Broken Greatclub.
Sa

frightened of you until the end of your • 1 Cyclops Eye. Can be crafted into
next turn. a driftglobe (DMG p. 166) (200
• 1d4 Vials of Cloaker Blood. When gp, 14 days).
consumed, you gain darkvision out to a • 1d10 Giant’s Toes. Can be sold for 4 gold
range of 60 feet for one hour. pieces per toe.
• 1 Tribal Amulet. There is a 10% chance
Cockatrice that the amulet is an amulet of proof
• 1 Vial of Cockatrice Venom. When against detection and location (DMG, p.
consumed, you must succeed on a 150) and a 90% chance that it is a non-
DC 11 Constitution saving throw or magical tribal amulet.

17
_____________________________
SECTION D
_____________________________
Darkmantle launcher in this way, it turns to dust and
stops functioning.
• 1 Darkmantle Hide. Three hides can be
crafted into a darkmantle cloak (100 gp, • 1d8 Revenant Bones. By crushing one

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7 days). While wearing this cloak, you of these bones, you gain the effects of
have advantage on Dexterity (Stealth) the augury spell. By crushing three of
checks made while in dim light or these bones, you gain the effects of the
darkness. commune spell.

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• 1d4 Rations. • 1d2 Death Knight Eyes. When
consumed, you gain darkvision out to a
Death Knight range of 120 feet for one hour.
• 1 Broken Longsword. • 1d10 Revenant Cloak Strips. Can
be used as an additional material
• 1 Broken Plate Armor (size Medium).
component when casting spells that
• 1 Broken Shield. deal necrotic damage. When used in this
way, you may reroll any 1s and 2s rolled

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1 Death Knight Hand. Requires
attunement by a spellcaster. Can be used
as an arcane focus. You may cast each
of the spells banishment, dispel magic,
on the damage dice and must keep the
second result.

Demilich
pl
command, and hold person once per day.
You use your own spellcasting ability • 1d2 Demilich Eyes. Can be used as an
and spell save DC when casting these additional material component when
spells, and any spent uses recharge every casting spells that deal necrotic damage.
day at dawn. When used in this way, you deal an
• 1 Death Knight Helmet. Requires additional 4d6 necrotic damage when
you cast the spell.
m

attunement by a character with at least


16 Strength. This helmet grants you +1 • 1 Demilich Skull. Once per day, you
to armor class while you are wearing can open the mouth of this skull and
armor. Once per day, you can cast the let a horrible howl escape its maw. All
spell compelled duel through the helmet creatures within 30 feet of the skull,
with a DC of 18. including yourself, that can hear the howl
• 1 Hellfire Orb Launcher. You can use must succeed on a DC 15 Constitution
Sa

this launcher to hurl a magical ball of saving throw or become frightened of the
fire towards a point you can see within skull until the end of their next turn.
120 feet of you. Each creature within a • 4d6 Demilich Teeth. Can be sold for 20
20-foot-radius sphere centered on that gold pieces per tooth.
point must make a DC 18 Dexterity
• 2d4 Ounces of Arcane Dust. Can be used
saving throw. The sphere spreads around
as an additional material component
corners. A creature takes 10d6 fire
when casting spells that deal damage.
damage and 10d6 necrotic damage on a
When used in this way, you can choose to
failed save, or half as much damage on a
reroll one of the rolled damage dice and
successful one. Once you have used the
must keep the second result.

18
• 2d4 Vials of Ectoplasm. When Dretch
consumed, you can see into the Ethereal • 1 Vial of Demon Ichor. When consumed,
Plane for one hour. you gain resistance to poison damage for
one hour.
Demons Glabrezu
Balor • 1d2 Glabrezu Fangs. Requires
• 1d6 Vials of Demon Ichor. When attunement by a spellcaster. Can be used
consumed, you gain resistance to poison as an arcane focus. You may cast each

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damage for one hour. of the spells darkness, detect magic and
• 1d4 Vials of Fire Essence. This liquid dispel magic once per day. You use your
glows in the dark, shedding bright light own spellcasting ability and spell save
in a 10-foot radius and dim light for an DC when casting these spells, and any

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additional 10 feet if not covered. As an spent uses recharge every day at dawn.
action, the essence can be applied to • 1d2 Glabrezu Pinchers. Can be crafted
a weapon made of metal and imbue it into a greatsword (175, 11 days). When
with magical fire. For one minute, when attacking with this weapon, you can try
the weapon hits a target it deals an to grapple a creature you’re fighting.
additional 1d6 fire damage. The essence On a hit, you can choose to forgo
then evaporates. doing damage and instead grapple the
creature (escape DC 15) if it is Medium
Barlgura or smaller. The grappled creature can

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1 Barlgura Hide. Can be crafted into a
set of light armor (4000 gp, 90 days).
Requires attunement. This armor
grants resistance to cold, fire, and
use its action on its turn to attempt to
free itself from the grapple. Until this
grapple ends, you can’t use this weapon
on another target.
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lightning damage.
• 1d4 Vials of Demon Ichor. When
• 1d4 Random Gems (Value 50 GP).
consumed, you gain resistance to poison
• 1d2 Vials of Demon Ichor. When damage for one hour.
consumed, you gain resistance to poison
damage for one hour. Goristro
• 1d2 Abyssal Armrings. Requires
m

Chasme attunement. When wearing two of


• 1 Chasme Hide. Can be crafted into these armrings, you have resistance
scale mail (50 gp, 3 days). to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
• 1d4 Chasme Wings. Two wings can be
crafted into a broom of flying (DMG p. • 1d4 Goristro Claws. Can be crafted
156) (200 gp, 14 days). into a shortsword (40 gp, 5 days). This
Sa

weapon deals double damage to objects


• 1 Chasme Proboscis. Can be crafted into
and structures.
a lance (140 gp, 9 days) or into a rapier
(150 gp, 9 days). On a hit, the target • 1d2 Goristro Eyes. When consumed, you
takes an additional 1d6 necrotic damage gain darkvision out to a range of 120 feet
and the target’s maximum hit points for one hour.
is lowered by the amount of necrotic
• 1 Goristro Hide. Can be crafted into a
damage dealt.
set of light armor (4000 gp, 90 days).
• 1d2 Vials of Demon Ichor. When Requires attunement. This armor
consumed, you gain resistance to poison grants resistance to cold, fire, and
damage for one hour. lightning damage.

19
• 1d2 Goristro Horns. Can be crafted breastplate, you are resistant to cold, fire,
into a warhammer (45 gp, 5 days). This and lightning damage.
warhammer deals double damage to
• 1 Marilith Tail. Can be crafted into a
objects and structures.
whip (200 gp, 14 days). When attacking
• 2d8 Goristro Teeth. Can be sold for 10 with this weapon, you can try to grapple
gold pieces per tooth. a creature you’re fighting. On a hit, you
can choose to forgo doing damage and
• 1d3 Tufts of Goristro Hair. Can be
instead grapple the creature (escape
crafted into a rope of entanglement

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DC 18) if it is Medium or smaller. The
(DMG p. 197) (2000 gp, 60 days).
grappled creature can use its action on
• 2d4 Vials of Demon Ichor. When its turn to attempt to free itself from the
consumed, you gain resistance to poison grapple. Until this grapple ends, you can’t
damage for one hour. use this weapon on another target.

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Hezrou • 2d4 Vials of Demon Ichor. When
• 1d4 Hezrou Claws. Can be crafted into a consumed, you gain resistance to poison
longsword (15 gp, 2 days), a shortsword damage for one hour.
(10 gp, 2 days), or a javelin (2 gp, 1 day).
Nalfeshnee
• 1d4 Hezrou Glands. As an action, you • 1d2 Abyssal Armrings. Requires
can throw this gland up to 30 feet away attunement. When wearing two of
where it will explode in a cloud of stinky these armrings, you have resistance

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gas. Each creature within 10 feet of
where the gland landed must succeed on
a DC 14 Constitution saving throw or be
poisoned until the start of its next turn.

to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
1d4 Nalfeshnee Claws. Can be crafted
into a dagger (200 gp, 14 days). This
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• 1 Hezrou Hide. Can be crafted into a functions as a +1 magical weapon.
set of light armor (4000 gp, 90 days).
• 1 Nalfeshnee Hide. Requires attunement.
Requires attunement. This armor
Can be crafted into a set of light armor
grants resistance to cold, fire, and
(4000 gp, 90 days). Requires attunement.
lightning damage.
This armor grants resistance to cold, fire,
• 1d4 Vials of Demon Ichor. When and lightning damage.
m

consumed, you gain resistance to poison


• 1d2 Nalfeshnee Tusks. Can be crafted
damage for one hour.
into a magical shortsword (200 gp,
Manes 14 days). This functions as a +1
• 1 Vial of Demon Ichor. When consumed, magical weapon.
you gain resistance to poison damage for • 2d4 Vials of Demon Ichor. When
one hour. consumed, you gain resistance to poison
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Marilith damage for one hour.


• 1d2+2 Abyssal Armrings. Requires Quasit
attunement. When wearing two of • 1 Quasit Head. As an action, you can
these armrings, you have resistance throw this head at a creature within
to bludgeoning, piercing, and slashing 30 feet of you. If the creature can see
damage from nonmagical attacks. the head, it must succeed on a DC
• 6 Longswords. These weapons 10 Wisdom saving throw or become
are magical. frightened of the head for one minute.
The head then breaks and stops
• 1 Marilith Breastplate. Requires
functioning.
attunement. While wearing this

20
• 1 Vial of Demon Ichor. When consumed, Yochlol
you gain resistance to poison damage for • 1d4 Vials of Demon Ichor. When
one hour. consumed, you gain resistance to poison
damage for one hour.
Shadow Demon
• 1d4 Shadow Demon Claws. Can be • 1d4 Vials of Yochlol Gas. As an action,
crafted into dagger (100 gp, 7 days). This you can throw this vial at a point within
dagger deals an additional 1d4 psychic 30 feet of you where it will shatter in a
damage on a hit. cloud of gas. Each creature within 5 feet

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of where the vial landed must succeed on
• 1d2 Vials of Demon Ichor. When
a DC 14 Constitution saving throw or be
consumed, you gain resistance to poison
poisoned until the start of its next turn.
damage for one hour.
While poisoned in this way, the target is

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Vrock incapacitated.
• 1 Set of Vrock Vocal Cords. Once per • 1d2 Vials of Yochlol Goop. When
day, you can blow into these vocal cords consumed, you polymorph into a form
as an action and sound out a stunning resembling a female drow or giant
screech. Each creature within 30 feet of spider. Your statistics are the same in
you that can hear the screech and that each form. This transformation lasts for
isn’t a demon must succeed on a DC 14 one hour.
Constitution saving throw or become
stunned until the end of your next turn. • 1d2 Yochlol Limbs. Requires attunement.


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1 Spore Pocket. As an action, you can
throw this spore pocket at a point within
30 feet of you where it will explode in
a cloud of spores. These spores spread
Can be used as an arcane focus. Once
per day each, you may cast the spells
detect thoughts and gaseous form
through the limb. You use your own
pl
spellcasting ability and spell save DC
around corners. Each creature within 10 when casting these spells, and any spent
feet of where the spore pocket landed uses recharge every day at dawn.
must succeed on a DC 14 Constitution
saving throw or be poisoned. While
poisoned in this way, a target takes 1d10
Devils
poison damage at the start of each of Barbed Devil
m

its turns. A target can repeat the saving • 1 Barbed Devil Hide. Can be crafted
throw at the end of each of its turns, into spiky studded leather armor (100
ending the effect on itself on a success. gp, 7 days). When you are grappled,
the creature grappling you takes 1d10
• 1d2 Vials of Demon Ichor. When
piercing damage at the start of each
consumed, you gain resistance to poison
of your turns as long as you remain
damage for one hour.
grappled.
Sa

• 2d6 Vrock Feathers. Two feathers can


• 1 Barbed Devil Tail. Can be crafted
be used as fletching on an arrow or a
into a greatsword (75 gp, 6 days). As a
crossbow bolt. Ranged attacks that use
bonus action, you can switch the type
ammunition made from these feathers
of damage dealt by this weapon from
ignore any resistances to magical or
slashing to piercing, or from piercing to
nonmagical piercing damage. After the
slashing.
ammunition has been fired, it loses this
property. • 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not
impede this darkvision.

21
• 1d4 Vials of Devil Blood. This functions • 1d2 Devil Eyes. When consumed, you
as a vial of acid. Can be used as an gain darkvision out to a range of 60 feet
additional material component when for one hour. Magical darkness does not
casting spells that deal acid damage. impede this darkvision.
When used in this way, you deal an
• 1d4 Vials of Devil Blood. This functions
additional 1d6 acid damage when you
as a vial of acid. Can be used as an
cast the spell.
additional material component when
Bearded Devil casting spells that deal acid damage.

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• 1d2 Bearded Devil Coils. Can be crafted When used in this way, you deal an
into a flail (150 gp, 10 days). The first additional 1d6 acid damage when you
time a creature is hit with this weapon, cast the spell.
it must succeed on a DC 12 Constitution
Chain Devil

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saving throw or be poisoned for one
• 1d2 Chains. Can be used as a martial
minute. While poisoned in this way, the
weapon that deals 2d6 slashing damage
target can’t regain hit points. The target
on a hit. When attacking with this
can repeat the saving throw at the end
weapon, you can try to grapple a creature
of each of its turns, ending the effect on
you’re fighting. On a hit, you can choose
itself on a success.
to forgo doing damage and instead
• 1 Broken Glaive. grapple the creature (escape DC 14) if
it is Medium or smaller. The grappled
• 1d2 Devil Eyes. When consumed, you
creature can use its action on its turn to


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gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not
impede this darkvision.
1 Vial of Devil Blood. This functions as a
attempt to free itself from the grapple.
Until this grapple ends, you can’t use this
weapon on another target.
pl
• 1 Chain Devil Mask. Requires
vial of acid. Can be used as an additional
attunement. When wearing this mask,
material component when casting spells
you can use your reaction to target a
that deal acid damage. When used in
creature you can see within 30 feet of
this way, you deal an additional 1d6 acid
you. You create an illusion that looks like
damage when you cast the spell.
one of the creature’s departed loved ones
Bone Devil or bitter enemies. If the targeted creature
m

• 1d8 Bone Devil Claws. Can be crafted can see you, it must succeed on a DC 14
into a dagger (2 gp, 1 day). Wisdom saving throw or be frightened
until the end of its turn.
• 1 Bone Devil Stinger. Can be crafted
into a glaive (250 gp, 17 days). Once per • 1d2 Devil Eyes. When consumed, you
day, when you hit a creature with this gain darkvision out to a range of 60 feet
weapon, you can use a bonus action for one hour. Magical darkness does not
Sa

to force the creature to make a DC 14 impede this darkvision.


Constitution saving throw. On a failed • 1d4 Vials of Devil Blood. This functions
save, the creature takes 5d6 poison as a vial of acid. Can be used as an
damage and become poisoned for one additional material component when
minute. While poisoned in this way, the casting spells that deal acid damage.
target can’t regain hit points. The target When used in this way, you deal an
can repeat the saving throw at the end additional 1d6 acid damage when you
of each of its turns, ending the effect on cast the spell.
itself on a success. On a success, the
creature takes half damage and isn’t
poisoned.

22
Erinyes • 1 Horned Devil Tail. Can be crafted
• 1 Broken Erinyes Plate Armor (size into a lance (300 gp, 20 days) or into a
Medium). Can be crafted into plate glaive (300 gp, 20 days). The first time a
armor (2000 gp, 60 days). Requires creature is hit with this weapon, it must
attunement. While wearing this plate succeed on a DC 17 Constitution saving
armor, you have resistance to cold and throw or lose 2d6 hit points at the start
fire damage. of each of its turns due to an infernal
wound. Any creature can take an action
• 1d2 Devil Eyes. When consumed, you
to stanch the wound with a successful

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gain darkvision out to a range of 60 feet
DC 12 Wisdom (Medicine) check. The
for one hour. Magical darkness does not
wound also closes if the target receives
impede this darkvision.
magical healing. Constructs and
• 1d10 Erinyes Feathers. Two feathers can undead automatically succeed on the

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be used as fletching on an arrow or a saving throw.
crossbow bolt. Ranged attacks that use
• 1d2 Horned Devil Wings. Two wings
ammunition made from these feathers
can be crafted into a cloak of protection
deal an additional 1d8 fire damage on a
(DMG p. 159) (200 gp, 14 days).
hit. After the ammunition has been fired,
it loses this property. • 1d6 Vials of Devil Blood. This functions
as a vial of acid. Can be used as an
• 1d6 Magical Arrows. These arrows
additional material component when
function as a piece of +1 ammunition
casting spells that deal acid damage.


(DMG p. 150).

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1 Poisonous Longbow. This weapon is
magical. On a successful hit with this
longbow, you deal an additional 1d8
When used in this way, you deal an
additional 1d6 acid damage when you
cast the spell.
Ice Devil
pl
poison damage.
• 1d2 Devil Eyes. When consumed, you
• 1 Poisonous Longsword. This weapon gain darkvision out to a range of 60 feet
is magical. On a successful hit with this for one hour. Magical darkness does not
longsword, you deal an additional 1d8 impede this darkvision.
poison damage.
• 1d2 Ice Devil Antennae. Requires
• 1 Rope. There is a 40% chance that the attunement by a spellcaster. Can be used
m

rope is a rope of entanglement and a as an arcane focus. You may cast the
60% chance that it is a non-magical rope. spell wall of ice once per day. You use
• 1d4 Vials of Devil Blood. This functions your own spellcasting ability and spell
as a vial of acid. Can be used as an save DC when casting this spell.
additional material component when • 1 Ice Devil Hide. Can be crafted into a
casting spells that deal acid damage. set of light armor (2000 gp, 60 days).
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When used in this way, you deal an Requires attunement. While wearing
additional 1d6 acid damage when you the armor, you are resistant to either fire
cast the spell. or cold damage. You decide which one
when crafting the item.
Horned Devil
• 1d2 Devil Eyes. When consumed, you • 1d2 Ice Devil Mandibles. Can be crafted
gain darkvision out to a range of 60 feet into a dagger (150 gp, 9 days) or into
for one hour. Magical darkness does not a sickle (150 gp, 9 days). On a hit,
impede this darkvision. this weapon deals an additional 1d6
cold damage.
• 1 Fork. Can be used as a martial weapon
that deals 2d6 piercing damage on a hit.

23
• 1 Ice Devil Tail. Can be crafted into an • 1d2 Pit Fiend Horns. Requires
lance (150 gp, 9 days) or into an glaive attunement by a spellcaster. Can be used
(150 gp, 9 days). On a hit, this weapon as an arcane focus. You may cast each of
deals an additional 1d6 cold damage. the spells detect magic, fireball, and wall
of fire once per day. You use your own
• 1d8 Vials of Devil Blood. This functions
spellcasting ability and spell save DC
as a vial of acid. Can be used as an
when casting these spells, and any spent
additional material component when
uses recharge every day at dawn.
casting spells that deal acid damage.

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When used in this way, you deal an • 1 Pit Fiend Skull. Can be crafted into a
additional 1d6 acid damage when you helm of fear (500 gp, 30 days). Requires
cast the spell. attunement. When worn, you can use
a bonus action to strike fear into those
Imp close to you by activating a fear aura that

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• 1 Devil Eye. When consumed, you gain lasts for one minute. Any hostile creature
darkvision out to a range of 60 feet for to you that starts its turn within 20 feet of
one hour. Magical darkness does not you must make a DC 21 Wisdom saving
impede this darkvision. throw. On a failed save, the creature is
• 1d2 Imp Wings. Can be used as an frightened until the start of its next turn.
additional material component when On a success, the creature is immune to
casting spells that turn something the fear aura for the next 24 hours.
invisible. When used in this way, the • 1 Pit Fiend Tail. Can be crafted into a


one minute.
e
duration of the invisibility increases by

1 Vial of Devil Blood. This functions as a


vial of acid. Can be used as an additional •
maul (150 gp, 9 days). On a hit, you deal
an additional 1d6 bludgeoning damage
with this weapon.
1d2 Pit Fiend Wings. One wing can be
pl
material component when casting spells crafted into a cloak of the bat (DMG p.
that deal acid damage. When used in 159) (2000 gp, 60 days) or into a cloak
this way, you deal an additional 1d6 acid of protection (DMG p. 159) (200 gp,
damage when you cast the spell. 14 days).
Lemure • 2d6 Vials of Devil Blood. This functions
• 1 Vial of Devil Blood. This functions as a as a vial of acid. Can be used as an
m

vial of acid. Can be used as an additional additional material component when


material component when casting spells casting spells that deal acid damage.
that deal acid damage. When used in When used in this way, you deal an
this way, you deal an additional 1d6 acid additional 1d6 acid damage when you
damage when you cast the spell. cast the spell.
Pit Fiend Spined Devil
Sa

• 1d2 Devil Eyes. When consumed, you • 1d2 Devil Eyes. When consumed, you
gain darkvision out to a range of 60 feet gain darkvision out to a range of 60 feet
for one hour. Magical darkness does not for one hour. Magical darkness does not
impede this darkvision. impede this darkvision.
• 1 Pit Fiend Hide. Can be crafted into a • 1d12 Spined Devil Spines. Can be used
set of light armor (3000 gp, 75 days) or a as darts that deal an additional 1d6 fire
set of medium armor (3100 gp, 75 days). damage on a hit.
Requires attunement. While wearing this
armor, you have resistance to cold and • 1d4 Vials of Devil Blood. This functions
fire damage. as a vial of acid. Can be used as an
additional material component when

24
casting spells that deal acid damage. Displacer Beast
When used in this way, you deal an
• 1 Displacer Beast Hide. Can be crafted
additional 1d6 acid damage when you
into a cloak of displacement (DMG p.
cast the spell.
158) (2000 gp, 60 days).

Dinosaurs • 1d2 Displacer Beast Tentacle. Can be


crafted into a mace (100 gp, 7 days). On
Allosaurus a hit, you deal an additional 1d4 piercing
• 1 Allosaurus Hide. Can be crafted into damage with this weapon.

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leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). • 2d6 Rations.

• 2d6 Rations.
Doppelganger

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Ankylosaurus • 1 Doppelganger Skull. Requires
• 1 Ankylosaurus Hide. Can be crafted into attunement. Once per day, you can use
leather armor (10 gp, 2 days) or studded this skull to read the thoughts of nearby
leather armor (45 gp, 3 days). Two sets of creatures. As an action, you can read
armor can be crafted from this hide. the surface thoughts of one creature
• 4d6 Rations. within 60 feet of you. The effect can
penetrate barriers, but 3 feet of wood or
Plesiosaurus dirt, 2 feet of stone, 2 inches of metal,
• 1 Plesiosaurus Hide. Can be crafted into or a thin sheet of lead blocks it. This

• 2d6 Rations.
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leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days).
effect lasts for ten minutes. While you
are reading a creature’s mind, you have
advantage on Wisdom (Insight) and
Charisma (Deception, Intimidation, and
pl
Pteranodon Persuasion) checks against it.
• 1 Pteranodon Hide. Can be crafted into • 1d2 Vials of Shapeshifter Blood. Can
leather armor (10 gp, 2 days). . be used as an additional material
• 1d6 Rations. component when casting spells that
physically alter a creature’s body. When
Triceratops used in this way, the duration of the spell
• 1 Triceratops Hide. Can be crafted into
m

is extended by 10 minutes.
leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). Two sets of
armor can be crafted from this hide.
Dracolich
Note: The dracolich is a template that is
• 4d6 Rations. placed on top of an already existing creature.
Tyrannosaurus Rex This means that the loot gotten from the
Sa

• 1 Tyrannosaurus Rex Hide. Can be dracolich is in addition to any loot gotten


crafted into leather armor (10 gp, 2 days) from the creature the template was placed
or studded leather armor (45 gp, 3 days). on. In the case for the dracolich, the hide
Two sets of armor can be crafted from and rations from the dragon it is based on
this hide. cannot be harvested.

• 2d6 Tyrannosaurus Rex Teeth. Can be • 3d12 Dracolich Bones. Can be used as
sold for 1 gold piece per tooth. an additional material component when
casting spells that deal necrotic damage.
• 4d6 Rations. When used in this way, you deal an
additional 1d6 necrotic damage when
you cast the spell.

25
Dragon, Shadow • 2d12 Black Dragon Scales. If you have
20 scales, you can craft them into scale
Note: The shadow dragon is a template
mail armor (2000 gp, 60 days). While
that is placed on top of an already existing
wearing this armor, you have resistance
creature. This means that the loot gotten
to acid damage.
from the shadow dragon is in addition to any
loot gotten from the creature the template • 2d12 Black Dragon Teeth. One tooth
was placed on. can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
• 2d4 Vials of Shadow Flux. As an action,

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ammunition made from these teeth deal
you can throw this vial up to 30 feet
an additional 1d6 acid damage on a hit.
away where it will shatter in a vapor
After the ammunition has been fired, it
of darkness. The area within a 15 foot
loses this property.
radius of where the vial landed becomes

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pitch black, as if affected by the darkness • 1d2 Black Dragon Wings. One wing can
spell. When consumed, you have be crafted into a resistant cloak (1000
advantage on Dexterity (Stealth) checks gp, 30 days). Requires attunement.
made while in dim light or darkness. When worn, you have resistance to
acid damage.
Dragons, Chromatic • 10d6 Rations.
Ancient Black Dragon Adult Black Dragon
• 1 Ancient Black Dragon Acid Gland. As • 1 Adult Black Dragon Acid Gland. As an

e
an action, you can throw this gland up
to 30 feet away where it will explode
in a burst of acid. Each creature within
10 feet of where the gland landed must
action, you can throw this gland up to 30
feet away where it will explode in a burst
of acid. Each creature within 10 feet of
where the gland landed must succeed on
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succeed on a DC 22 Dexterity saving a DC 18 Dexterity saving throw, taking
throw, taking 15d8 acid damage on a 12d8 acid damage on a failed save, or
failed save, or half as much damage half as much damage on a successful
on a successful one. The gland is one. The gland is fragile and will
fragile and will burst 3d6 hours after burst 3d6 hours after being harvested,
being harvested, regardless of if it was regardless of if it was thrown or not.
thrown or not.
m

• 1d6 Black Dragon Claws. Can be crafted


• 2d6 Black Dragon Claws. Can be crafted into a dagger (150 gp, 9 days). On a hit,
into a dagger (150 gp, 9 days). On a hit, you deal an additional 1d6 acid damage
you deal an additional 1d6 acid damage with this weapon.
with this weapon.
• 1d2 Black Dragon Fangs. Can be crafted
• 1d2 Black Dragon Fangs. Can be crafted into a shortsword (150 gp, 9 days). On
into a shortsword (150 gp, 9 days). On
Sa

a hit, you deal an additional 1d6 acid


a hit, you deal an additional 1d6 acid damage with this weapon.
damage with this weapon.
• 1 Black Dragon Hide. Can be crafted into
• 1 Black Dragon Hide. Can be crafted into a set of light armor (2000 gp, 60 days).
a set of light armor (2000 gp, 60 days). While wearing this armor, you have
While wearing this armor, you have resistance to acid damage. Two sets of
resistance to acid damage. Three sets of armor can be crafted from this hide.
armor can be crafted from this hide.
• 1d2 Black Dragon Lung Tissue. When
• 1d2 Black Dragon Lung Tissue. When consumed, you become amphibious
consumed, you become amphibious for 8 hours.
for 8 hours.

26
• 2d8 Black Dragon Scales. If you have When worn, you can use your reaction to
20 scales, you can craft them into scale give yourself resistance to acid damage.
mail armor (2000 gp, 60 days). While
• 2d6 Rations.
wearing this armor, you have resistance
to acid damage. Black Dragon Wyrmling
• 2d8 Black Dragon Teeth. One tooth • 1d2 Black Dragon Claws. Can be crafted
can be used as the tip on an arrow or a into a dagger (150 gp, 9 days). On a hit,
crossbow bolt. Ranged attacks that use you deal an additional 1d6 acid damage
with this weapon.

e
ammunition made from these teeth deal
an additional 1d6 acid damage on a hit. • 1 Black Dragon Fang. Can be crafted into
After the ammunition has been fired, it a shortsword (150 gp, 9 days). On a hit,
loses this property. you deal an additional 1d6 acid damage

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• 1d2 Black Dragon Wings. One wing can with this weapon.
be crafted into a resistant cloak (1000 • 1 Black Dragon Hide. Can be crafted into
gp, 30 days). Requires attunement. a set of light armor (2000 gp, 60 days).
When worn, you have resistance to While wearing this armor, you have
acid damage. resistance to acid damage.
• 4d6 Rations. • 1d4 Black Dragon Scales. If you have
20 scales, you can craft them into scale
Young Black Dragon mail armor (2000 gp, 60 days). While
• 1d2 Black Dragon Claws. Can be crafted

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into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 acid damage
with this weapon. •
wearing this armor, you have resistance
to acid damage.
1d4 Black Dragon Teeth. One tooth
can be used as the tip on an arrow or a
pl
• 1d2 Black Dragon Fangs. Can be crafted
crossbow bolt. Ranged attacks that use
into a shortsword (150 gp, 9 days). On
ammunition made from these teeth deal
a hit, you deal an additional 1d6 acid
an additional 1d6 acid damage on a hit.
damage with this weapon.
After the ammunition has been fired, it
• 1 Black Dragon Hide. Can be crafted into loses this property.
a set of light armor (2000 gp, 60 days).
• 1d6 Rations.
While wearing this armor, you have
m

resistance to acid damage. Ancient Blue Dragon


• 2d4 Black Dragon Scales. If you have • 1 Ancient Blue Dragon Lightning
20 scales, you can craft them into scale Sparker. As an action, you slam this
mail armor (2000 gp, 60 days). While sparker into the ground. Each creature
wearing this armor, you have resistance in a 20 foot line that is 5 feet wide must
to acid damage. make a DC 23 Dexterity saving throw,
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taking 16d10 lightning damage on a


• 2d4 Black Dragon Teeth. One tooth failed save, or half as much damage
can be used as the tip on an arrow or a on a successful one. The sparker is
crossbow bolt. Ranged attacks that use unstable and will burst 3d6 hours after
ammunition made from these teeth deal being harvested, regardless of if it was
an additional 1d6 acid damage on a hit. slammed or not.
After the ammunition has been fired, it
loses this property. • 2d6 Blue Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
• 1d2 Young Black Dragon Wings. One you deal an additional 1d6 lightning
wing can be crafted into a resistant cloak damage with this weapon.
(200 gp, 14 days). Requires attunement.

27
• 1d2 Blue Dragon Fangs. Can be crafted hit, you deal an additional 1d6 lightning
into a shortsword (150 gp, 9 days). On a damage with this weapon.
hit, you deal an additional 1d6 lightning
• 1 Blue Dragon Hide. Can be crafted into
damage with this weapon.
a set of light armor (2000 gp, 60 days).
• 1 Blue Dragon Hide. Can be crafted While wearing this armor, you have
into a set of light armor (2000 gp, 60 resistance to lightning damage. Two sets
days). While wearing this armor, you of armor can be crafted from this hide.
have resistance to lightning damage.
• 2d8 Blue Dragon Scales. If you have

e
Three sets of armor can be crafted from
20 scales, you can craft them into scale
this hide.
mail armor (2000 gp, 60 days). While
• 2d12 Blue Dragon Scales. If you have wearing this armor, you have resistance
20 scales, you can craft them into scale to lightning damage.

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mail armor (2000 gp, 60 days). While
• 2d8 Blue Dragon Teeth. One tooth can
wearing this armor, you have resistance
be used as the tip on an arrow or a
to lightning damage.
crossbow bolt. Ranged attacks that use
• 2d12 Blue Dragon Teeth. One tooth ammunition made from these teeth deal
can be used as the tip on an arrow or a an additional 1d6 lightning damage on a
crossbow bolt. Ranged attacks that use hit. After the ammunition has been fired,
ammunition made from these teeth deal it loses this property.
an additional 1d6 lightning damage on a
• 1d2 Blue Dragon Wings. One wing can


e
hit. After the ammunition has been fired,
it loses this property.
1d2 Blue Dragon Wings. One wing can
be crafted into a resistant cloak (1000
be crafted into a resistant cloak (1000
gp, 30 days). Requires attunement.
When worn, you have resistance to
lightning damage.
pl
gp, 30 days). Requires attunement.
• 4d6 Rations.
When worn, you have resistance to
lightning damage. • 1d2 Sapphires.
• 10d6 Rations. Young Blue Dragon
• 1d2+2 Sapphires. • 1d2 Blue Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
m

Adult Blue Dragon you deal an additional 1d6 lightning


• 1 Adult Blue Dragon Lightning Sparker. damage with this weapon.
As an action, you slam this sparker into
• 1d2 Blue Dragon Fang. Can be crafted
the ground. Each creature in a 20 foot
into a shortsword (150 gp, 9 days). On a
line that is 5 feet wide must make a DC
hit, you deal an additional 1d6 lightning
19 Dexterity saving throw, taking 12d10
damage with this weapon.
lightning damage on a failed save, or
Sa

half as much damage on a successful • 1 Blue Dragon Hide. Can be crafted into
one. The sparker is unstable and will a set of light armor (2000 gp, 60 days).
burst 3d6 hours after being harvested, While wearing this armor, you have
regardless of if it was slammed or not. resistance to lightning damage.
• 1d6 Blue Dragon Claws. Can be crafted • 2d4 Blue Dragon Scales. If you have
into a dagger (150 gp, 9 days). On a hit, 20 scales, you can craft them into scale
you deal an additional 1d6 lightning mail armor (2000 gp, 60 days). While
damage with this weapon. wearing this armor, you have resistance
to lightning damage.
• 1d2 Blue Dragon Fangs. Can be crafted
into a shortsword (150 gp, 9 days). On a • 2d4 Blue Dragon Teeth. One tooth can

28
be used as the tip on an arrow or a throw, taking 22d6 poison damage on
crossbow bolt. Ranged attacks that use a failed save, or half as much damage
ammunition made from these teeth deal on a successful one. The gland is
an additional 1d6 lightning damage on a fragile and will burst 3d6 hours after
hit. After the ammunition has been fired, being harvested, regardless of if it was
it loses this property. thrown or not.
• 1d2 Young Blue Dragon Wings. One • 2d6 Green Dragon Claws. Can be crafted
wing can be crafted into a resistant into a dagger (150 gp, 9 days). On a

e
cloak (200 gp, 14 days). Requires hit, you deal an additional 1d6 poison
attunement. When worn, you can use damage with this weapon.
your reaction to give yourself resistance
• 1d2 Green Dragon Fangs. Can be crafted
to lightning damage.
into a shortsword (150 gp, 9 days). On

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• 2d6 Rations. a hit, you deal an additional 1d6 poison
damage with this weapon.
Blue Dragon Wyrmling
• 1d2 Blue Dragon Claws. Can be crafted • 1 Green Dragon Hide. Can be crafted
into a dagger (150 gp, 9 days). On a hit, into a set of light armor (2000 gp, 60
you deal an additional 1d6 lightning days). While wearing this armor, you
damage with this weapon. have resistance to poison damage.
Three sets of armor can be crafted from
• 1 Blue Dragon Fang. Can be crafted this hide.
into a shortsword (150 gp, 9 days). On a


e
hit, you deal an additional 1d6 lightning
damage with this weapon.
1 Blue Dragon Hide. Can be crafted into


1d2 Green Dragon Lung Tissue. When
consumed, you become amphibious
for 8 hours.
2d12 Green Dragon Scales. If you have
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a set of light armor (2000 gp, 60 days).
While wearing this armor, you have 20 scales, you can craft them into scale
resistance to lightning damage. mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
• 1d4 Blue Dragon Scales. If you have to poison damage.
20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While • 2d12 Green Dragon Teeth. One tooth
wearing this armor, you have resistance can be used as the tip on an arrow or a
m

to lightning damage. crossbow bolt. Ranged attacks that use


ammunition made from these teeth deal
• 1d4 Blue Dragon Teeth. One tooth can an additional 1d6 poison damage on a
be used as the tip on an arrow or a hit. After the ammunition has been fired,
crossbow bolt. Ranged attacks that use it loses this property.
ammunition made from these teeth deal
an additional 1d6 lightning damage on a • 1d2 Green Dragon Wings. One wing can
Sa

hit. After the ammunition has been fired, be crafted into a resistant cloak (1000
it loses this property. gp, 30 days). Requires attunement.
When worn, you have resistance to
• 1d6 Rations. poison damage.
Ancient Green Dragon • 10d6 Rations.
• 1 Ancient Green Dragon Poison Gland.
As an action, you can throw this gland up Adult Green Dragon
to 30 feet away where it will explode in • 1 Adult Green Dragon Poison Gland. As
a cloud of poison. Each creature within an action, you can throw this gland up
10 feet of where the gland landed must to 30 feet away where it will explode in
succeed on a DC 22 Constitution saving a cloud of poison. Each creature within

29
10 feet of where the gland landed must Young Green Dragon
succeed on a DC 18 Constitution saving • 1d2 Green Dragon Claws. Can be crafted
throw, taking 16d6 poison damage on into a dagger (150 gp, 9 days). On a
a failed save, or half as much damage hit, you deal an additional 1d6 poison
on a successful one. The gland is damage with this weapon.
fragile and will burst 3d6 hours after
• 1d2 Green Dragon Fang. Can be crafted
being harvested, regardless of if it was
into a shortsword (150 gp, 9 days). On
thrown or not.
a hit, you deal an additional 1d6 poison

e
• 1d6 Green Dragon Claws. Can be crafted damage with this weapon.
into a dagger (150 gp, 9 days). On a
• 1 Green Dragon Hide. Can be crafted
hit, you deal an additional 1d6 poison
into a set of light armor (2000 gp, 60
damage with this weapon.
days). While wearing this armor, you

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• 1d2 Green Dragon Fangs. Can be crafted have resistance to poison damage.
into a shortsword (150 gp, 9 days). On
• 2d4 Green Dragon Scales. If you have
a hit, you deal an additional 1d6 poison
20 scales, you can craft them into scale
damage with this weapon.
mail armor (2000 gp, 60 days). While
• 1 Green Dragon Hide. Can be crafted wearing this armor, you have resistance
into a set of light armor (2000 gp, 60 to poison damage.
days). While wearing this armor, you
• 2d4 Green Dragon Teeth. One tooth
have resistance to poison damage.
can be used as the tip on an arrow or a


this hide.
e
Two sets of armor can be crafted from

1d2 Green Dragon Lung Tissue. When


consumed, you become amphibious
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 1d6 poison damage on a
hit. After the ammunition has been fired,
pl
for 8 hours. it loses this property.
• 2d8 Green Dragon Scales. If you have • 1d2 Young Green Dragon Wings. One
20 scales, you can craft them into scale wing can be crafted into a resistant
mail armor (2000 gp, 60 days). While cloak (200 gp, 14 days). Requires
wearing this armor, you have resistance attunement. When worn, you can use
to poison damage. your reaction to give yourself resistance
m

• 2d8 Green Dragon Teeth. One tooth to poison damage.


can be used as the tip on an arrow or a • 2d6 Rations.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal Green Dragon Wyrmling
an additional 1d6 poison damage on a • 1d2 Green Dragon Claws. Can be crafted
hit. After the ammunition has been fired, into a dagger (150 gp, 9 days). On a
hit, you deal an additional 1d6 poison
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it loses this property.


damage with this weapon.
• 1d2 Green Dragon Wings. One wing can
be crafted into a resistant cloak (1000 • 1 Green Dragon Fang. Can be crafted
gp, 30 days). Requires attunement. into a shortsword (150 gp, 9 days). On
When worn, you have resistance to a hit, you deal an additional 1d6 poison
poison damage. damage with this weapon.

• 4d6 Rations. • 1 Green Dragon Hide. Can be crafted


into a set of light armor (2000 gp, 60
days). While wearing this armor, you
have resistance to poison damage.

30
• 1d4 Green Dragon Scales. If you have an additional 1d6 fire damage on a hit.
20 scales, you can craft them into scale After the ammunition has been fired, it
mail armor (2000 gp, 60 days). While loses this property.
wearing this armor, you have resistance
• 1d2 Red Dragon Wings. One wing can
to poison damage.
be crafted into a resistant cloak (1000
• 1d4 Green Dragon Teeth. One tooth gp, 30 days). Requires attunement. When
can be used as the tip on an arrow or a worn, you have resistance to fire damage.
crossbow bolt. Ranged attacks that use
• 10d6 Rations.

e
ammunition made from these teeth deal
an additional 1d6 poison damage on a • 1d2+2 Rubies.
hit. After the ammunition has been fired,
it loses this property.
Adult Red Dragon
• 1 Adult Red Dragon Fire Gland. As an

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• 1d6 Rations. action, you can throw this gland up to
30 feet away where it will burst in a fiery
Ancient Red Dragon explosion. Each creature within 10 feet
• 1 Ancient Red Dragon Fire Gland. As an
of where the gland landed must succeed
action, you can throw this gland up to
on a DC 21 Dexterity saving throw,
30 feet away where it will burst in a fiery
taking 18d6 fire damage on a failed save,
explosion. Each creature within 10 feet
or half as much damage on a successful
of where the gland landed must succeed
one. The gland is fragile and will
on a DC 24 Dexterity saving throw,
burst 3d6 hours after being harvested,

e
taking 26d6 fire damage on a failed save,
or half as much damage on a successful
one. The gland is fragile and will
burst 3d6 hours after being harvested,

regardless of if it was thrown or not.
1d6 Red Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
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regardless of if it was thrown or not. you deal an additional 1d6 fire damage
with this weapon.
• 2d6 Red Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit, • 1d2 Red Dragon Fangs. Can be crafted
you deal an additional 1d6 fire damage into a shortsword (150 gp, 9 days). On
with this weapon. a hit, you deal an additional 1d6 fire
damage with this weapon.
• 1d2 Red Dragon Fangs. Can be crafted
m

into a shortsword (150 gp, 9 days). On • 1 Red Dragon Hide. Can be crafted into
a hit, you deal an additional 1d6 fire a set of light armor (2000 gp, 60 days).
damage with this weapon. While wearing this armor, you have
resistance to fire damage. Two sets of
• 1 Red Dragon Hide. Can be crafted into
armor can be crafted from this hide.
a set of light armor (2000 gp, 60 days).
While wearing this armor, you have • 2d8 Red Dragon Scales. If you have 20
Sa

resistance to fire damage. Three sets of scales, you can craft them into scale
armor can be crafted from this hide. mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
• 2d12 Red Dragon Scales. If you have
to fire damage.
20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While • 2d8 Red Dragon Teeth. One tooth can
wearing this armor, you have resistance be used as the tip on an arrow or a
to fire damage. crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
• 2d12 Red Dragon Teeth. One tooth
an additional 1d6 fire damage on a hit.
can be used as the tip on an arrow or a
After the ammunition has been fired, it
crossbow bolt. Ranged attacks that use
loses this property.
ammunition made from these teeth deal

31
• 1d2 Red Dragon Wings. One wing can you deal an additional 1d6 fire damage
be crafted into a resistant cloak (1000 with this weapon.
gp, 30 days). Requires attunement. When
• 1 Red Dragon Hide. Can be crafted into
worn, you have resistance to fire damage.
a set of light armor (2000 gp, 60 days).
• 4d6 Rations. While wearing this armor, you have
resistance to fire damage.
• 1d2 Rubies.
• 1d4 Red Dragon Scales. If you have 20
Young Red Dragon scales, you can craft them into scale

e
• 1d2 Red Dragon Claws. Can be crafted mail armor (2000 gp, 60 days). While
into a dagger (150 gp, 9 days). On a hit, wearing this armor, you have resistance
you deal an additional 1d6 fire damage to fire damage.
with this weapon.
• 1d4 Red Dragon Teeth. One tooth can

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• 1d2 Red Dragon Fang. Can be crafted be used as the tip on an arrow or a
into a shortsword (150 gp, 9 days). On crossbow bolt. Ranged attacks that use
a hit, you deal an additional 1d6 fire ammunition made from these teeth deal
damage with this weapon. an additional 1d6 fire damage on a hit.
• 1 Red Dragon Hide. Can be crafted into After the ammunition has been fired, it
a set of light armor (2000 gp, 60 days). loses this property.
While wearing this armor, you have • 1d6 Rations.
resistance to fire damage.

e
2d4 Red Dragon Scales. If you have 20
scales, you can craft them into scale
mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
Ancient White Dragon
• 1 Ancient White Dragon Frost Gland.
As an action, you can throw this gland
up to 30 feet away where it will burst in
pl
a frosty explosion. Each creature within
to fire damage.
10 feet of where the gland landed must
• 2d4 Red Dragon Teeth. One tooth can succeed on a DC 22 Constitution saving
be used as the tip on an arrow or a throw, taking 16d8 cold damage on a
crossbow bolt. Ranged attacks that use failed save, or half as much damage
ammunition made from these teeth deal on a successful one. The gland is
an additional 1d6 fire damage on a hit. fragile and will burst 3d6 hours after
m

After the ammunition has been fired, it being harvested, regardless of if it was
loses this property. thrown or not.
• 1d2 Young Red Dragon Wings. One wing • 2d6 White Dragon Claws. Can be crafted
can be crafted into a resistant cloak (200 into a dagger (150 gp, 9 days). On a hit,
gp, 14 days). Requires attunement. When you deal an additional 1d6 cold damage
worn, you can use your reaction to give with this weapon.
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yourself resistance to fire damage.


• 1d2 White Dragon Fangs. Can be crafted
• 2d6 Rations. into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 cold
Red Dragon Wyrmling damage with this weapon.
• 1d2 Red Dragon Claws. Can be crafted
into a dagger (150 gp, 9 days). On a hit, • 1 White Dragon Hide. Can be crafted
you deal an additional 1d6 fire damage into a set of light armor (2000 gp, 60
with this weapon. days). While wearing this armor, you
have resistance to cold damage. Three
• 1 Red Dragon Fang. Can be crafted into
sets of armor can be crafted from
a shortsword (150 gp, 9 days). On a hit,
this hide.

32
• 2d12 White Dragon Scales. If you have • 1 White Dragon Hide. Can be crafted
20 scales, you can craft them into scale into a set of light armor (2000 gp, 60
mail armor (2000 gp, 60 days). While days). While wearing this armor, you
wearing this armor, you have resistance have resistance to cold damage. Two sets
to cold damage. of armor can be crafted from this hide.
• 2d4+2 White Dragon Soles. Two soles • 2d8 White Dragon Scales. If you have
can be crafted into a set of ice walker’s 20 scales, you can craft them into scale
boots (100 gp, 7 days). While wearing mail armor (2000 gp, 60 days). While

e
these shoes, you can move and climb wearing this armor, you have resistance
icy surfaces without needing to make to cold damage.
an ability check. Additionally, difficult
• 1d4+1 White Dragon Soles. Two soles
terrain composed of ice or snow doesn’t
can be crafted into a set of ice walker’s
cost you extra movement.

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boots (100 gp, 7 days). While wearing
• 2d12 White Dragon Teeth. One tooth these shoes, you can move and climb
can be used as the tip on an arrow or a icy surfaces without needing to make
crossbow bolt. Ranged attacks that use an ability check. Additionally, difficult
ammunition made from these teeth deal terrain composed of ice or snow doesn’t
an additional 1d6 cold damage on a hit. cost you extra movement.
After the ammunition has been fired, it
• 2d8 White Dragon Teeth. One tooth
loses this property.
can be used as the tip on an arrow or a

e
1d2 White Dragon Wings. One wing can
be crafted into a resistant cloak (1000
gp, 30 days). Requires attunement.
When worn, you have resistance to
cold damage.
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 1d6 cold damage on a hit.
After the ammunition has been fired, it
loses this property.
pl
• 10d6 Rations. • 1d2 White Dragon Wings. One wing can
be crafted into a resistant cloak (1000
Adult White Dragon gp, 30 days). Requires attunement.
• 1 Adult White Dragon Frost Gland. As When worn, you have resistance to
an action, you can throw this gland up cold damage.
to 30 feet away where it will burst in a
m

frosty explosion. Each creature within • 4d6 Rations.


10 feet of where the gland landed must
Young White Dragon
succeed on a DC 19 Constitution saving
• 1d2 White Dragon Claws. Can be crafted
throw, taking 12d8 cold damage on a
into a dagger (150 gp, 9 days). On a hit,
failed save, or half as much damage
you deal an additional 1d6 cold damage
on a successful one. The gland is
with this weapon.
fragile and will burst 3d6 hours after
Sa

being harvested, regardless of if it was • 1d2 White Dragon Fang. Can be crafted
thrown or not. into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 cold
• 1d6 White Dragon Claws. Can be crafted
damage with this weapon.
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 cold damage • 1 White Dragon Hide. Can be crafted
with this weapon. into a set of light armor (2000 gp, 60
days).While wearing this armor, you have
• 1d2 White Dragon Fangs. Can be crafted
resistance to cold damage.
into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 cold • 2d4 White Dragon Scales. If you have
damage with this weapon. 20 scales, you can craft them into scale

33

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