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Monster Hunter Loot Tables

         


The Monster Hunter Loot tables, are an addition to the ever  
growing supplement for playing a monster hunter styled d&d All the rules for making use of these tables can be found in
game. Each loot table was constructed using magical effects Amellwind's Guide to Monster Hunting, but you can easily
based on the creatures armor and weapons in the monster take the magical effects from these creatures and place them
hunter video game series. In other cases, they are based off into your players weapon and armor to give them magical
the creatures monster stat block or act as other magical items items that won't be the same as the typical ones found in other
found within the 5e universe. The effects are also based on 5e games.
when the PCs will typically fight these creatures. A CR 2
creature will not have a legendary material, it will typically
have common magical effect with the chance of an
uncommon effect if the PC rolls high enough on the table.

  
  
Jaggi (CR 1/2) ..................................................................................... 1 Giggi (CR 1/2) .................................................................................. 28
Jaggia (CR 1) .......................................................................................1 Gigginox (CR 10) .............................................................................29
Great Jaggi (CR 2) ..............................................................................1 Basarios (CR 6) ............................................................................... 29
Baggi (CR 1) ........................................................................................2 Gravios (CR 14) ............................................................................... 30
Great Baggi (CR 2) ............................................................................2 Seregios (CR 7) ............................................................................... 31
Wroggi (CR 1) .....................................................................................3 Paolumu (CR 7) ...............................................................................32
Great Wroggi (CR 2) ......................................................................... 3 Nightshade Paolumu (CR 12) ...................................................... 33
Velociprey (CR 1/4) ........................................................................... 4 Astalos (CR 9) .................................................................................. 34
Velocidrome (CR 1) ...........................................................................4 Rathian (CR 8) ................................................................................. 35
Genprey (CR 1/4) ...............................................................................5 Rathalos (CR 10) .............................................................................36
Gendrome (CR 1) .............................................................................. 5 Khezu (CR 10) ................................................................................. 37
Ioprey (CR 1/2) ...................................................................................6 Nargacuga (CR 11) ......................................................................... 38
Iodrome (CR 1) .................................................................................. 6 Silverwind Nargacuga (CR 19) .................................................... 39
Giaprey (CR 1/2) ................................................................................7 Monoblos (CR 12) ........................................................................... 40
Giadrome (CR 2) ................................................................................7 Diablos (CR 18) ............................................................................... 41
Maccao (CR 1/4) ................................................................................8 Legiana (CR 13) .............................................................................. 42
Great Maccao (CR 2) ........................................................................ 8 Shrieking Legiana (CR 17) ........................................................... 43
Kulu-Ya-Ku (CR 4) ............................................................................. 9 Barioth (CR 15) ............................................................................... 44
Tzitzi-Ya-Ku (CR 6) .......................................................................... 10 Tigrex (CR 16) ................................................................................. 45
  Brute Tigrex (CR 20) ......................................................................46
Yian Kut-Ku (CR 3) ......................................................................... 11 Bazelgeuse (CR 17) ........................................................................ 47
Blue Yian Kut-Ku (CR 5) ................................................................12 Seething Bazelgeuse (CR 21) .......................................................48
Hypnocatrice (CR 4) ....................................................................... 13 Ukanlos (CR 20) ..............................................................................49
Pukei-Pukei (CR 4) ......................................................................... 14 Akantor (CR 20) .............................................................................. 50
Coral Pukei-Pukei (CR 10) ............................................................15  
Qurupeco (CR 6) ............................................................................. 16 Barroth (CR 4) ................................................................................. 51
Yian Garuga (CR 7) .........................................................................17 Uragaan (CR 6) ................................................................................52
Scarred Yian Garuga (CR 16) ...................................................... 18 Anjanath (CR 7) ...............................................................................53
Gypceros (CR 8) .............................................................................. 19 Fulgur Anjanath (CR 15) ............................................................... 54
Malfestio (CR 9) ...............................................................................20 Duramboros (CR 9) ........................................................................ 55
  Radobaan (CR 10) .......................................................................... 55
Bullfango (CR 1/4) .......................................................................... 21 Banbaro (CR 12) ............................................................................. 56
Bulldrome (CR 2) ............................................................................ 21 Glavenus (CR 13) ............................................................................ 57
Wulg (CR 1) ...................................................................................... 21 Acidic Glavenus (CR 19) ................................................................58
Lagombi (CR 3) ............................................................................... 22 Brachydios (CR 17) .........................................................................59
Arzuros (CR 4) .................................................................................22 Deviljho (CR 18) ..............................................................................60
Volvidon (CR 5) ................................................................................23 Savage Deviljho (CR 22) ................................................................61
Kecha Wacha (CR 6) .......................................................................24  
Conga (CR 1/2) ................................................................................25 Zinogre (CR 10) ...............................................................................62
Congalala (CR 6) ............................................................................. 25 Jagras (CR 1/2) ................................................................................ 63
Blango (CR 1) ...................................................................................26 Great Jagras (CR 4) .........................................................................63
Blangonga (CR 9) ............................................................................26 Girros (CR 1) ....................................................................................64
Rajang (CR 15) ................................................................................ 27 Great Girros (CR 6) ........................................................................ 64
Gammoth (CR 16) ...........................................................................28 Dodogama (CR 7) ........................................................................... 65
Shamos (CR 1) ................................................................................ 66 Tempered Namielle (CR 19) .......................................................104
Tobi-Kadachi (CR 6) ........................................................................66 Archtempered Namielle (CR 24) ...............................................105
Viper Tobi-Kadachi (CR 9) .............................................................67 Kushala Daora (CR 15) ............................................................... 106
Odogaron (CR 8) ............................................................................. 68 Valphalk (CR 16) ...........................................................................107
Ebony Odogaron (CR 12) .............................................................. 69 Amatsumagatsuchi (CR 17) ........................................................108
 Velkhana (CR 17) ..........................................................................109
Gore Magala (CR 21) ......................................................................70 Tempered Velkhana (CR 22) .......................................................110
Shagaru Magala (CR 25) ...............................................................71 Archtempered Velkhana (CR 27) ...............................................111
Leshen (CR 12) ................................................................................72 Dalamadur (CR 18) ...................................................................... 112
Ancient Leshen (CR 21) .................................................................73 Yama Tsukami (CR 18) ................................................................113
Gogmazios (CR 19) ...................................................................... 114
 Nakarkos (CR 20) ......................................................................... 115
Ludroth (CR 1) .................................................................................74 Alatreon (CR 21) ...........................................................................116
Royal Ludroth (CR 5) ..................................................................... 74 Kulve Taroth (CR 21) ................................................................... 117
Uroktor (CR 1/2) ............................................................................. 75 Nergigante (CR 23) .......................................................................118
Agnaktor (CR 6) ...............................................................................75 Ruiner Nergigante (CR 30) .........................................................119
Gobul (CR 7) .................................................................................... 76 Vaal Hazak (CR 24) ...................................................................... 120
Nibelsnarf (CR 8) ............................................................................ 77 Blackveil Vaal Hazak (CR 26) .....................................................121
Mizutsune (CR 11) ..........................................................................78 Shara Ishvalda (Shell) (CR 25) ..................................................122
Lagiacrus (CR 14) ...........................................................................79 Xeno'jiiva (CR 25) ......................................................................... 123
 Ceadeus (CR 26) ...........................................................................124
Tetsucabra (CR 4) ........................................................................... 80 Jhen Mohran (CR 26) ...................................................................125
Zamite (CR 1/2) ...............................................................................80 Behemoth (CR 27) ........................................................................126
Zamtrios (CR 5) ...............................................................................81 Fatalis (CR 28) ...............................................................................127
Safi'jiiva (CR 29) ...........................................................................129
 Shah Dalamadur (CR 30) ........................................................... 130
Hermitaur (CR 1/2) .........................................................................81 Lao-Shan Lung (CR 30) ...............................................................131
Ceanataur (CR 1/2) .........................................................................81 
Daimyo Hermitaur (CR 9) ............................................................. 82 Felyne (CR 1) ................................................................................. 133
Shogun Ceanataur (CR 13) ...........................................................82 Melynx (CR 1) ................................................................................133
Shen Gaoren (CR 30) .....................................................................83 Wild Melynx (CR 1/8) ...................................................................133
  Grimalkyne (CR 1) ........................................................................134
Cephalos (CR 2) .............................................................................. 84 Shakalaka (CR 1/8) ...................................................................... 134
Cephadrome (CR 7) ........................................................................84 King Shakalaka (CR 1) ................................................................134
Delex (CR 1/8) ................................................................................. 85 Gajalaka (CR 1/8) ..........................................................................135
Gajau (CR 1) .....................................................................................85 
Plesioth (CR 9) ................................................................................ 85 Kelbi (CR 0) ....................................................................................135
Jyuratodus (CR 11) ..........................................................................86 Anteka (CR 1/8) .............................................................................135
Lavasioth (CR 13) ........................................................................... 86 Apceros (CR 1/4) ...........................................................................136
Beotodus (CR 12) ............................................................................87 Aptonoth (CR 1/8) .........................................................................136
 Popo (CR 1/4) ................................................................................136
Altaroth (CR 0) .................................................................................88 Slagtoth (CR 1/8) ..........................................................................136
Bnahabra (CR 1/4) ..........................................................................88 Epioth (CR 1/8) ............................................................................. 136
Hornetaur (CR 1/4) .........................................................................88 Rhenoplos (CR 1/2) ......................................................................137
Vespoid (CR 1/4) ............................................................................. 89 Gargwa (CR 1/4) ........................................................................... 137
Vespoid Queen (CR 1) ....................................................................89 Larinoth (CR 1/4) ..........................................................................137
Great Thunderbug (CR 1/4) ..........................................................89 Gastodon (CR 1) ............................................................................137
Konchu (CR 1/4) ..............................................................................90 Kestodon (CR 1/4) ........................................................................138
Seltas (CR 3) .................................................................................... 90 Mosswine (CR 0) ...........................................................................138
Seltas Queen (CR 11) .....................................................................91 Moofa (CR 0) ..................................................................................138
Ahtal-Ka (CR 23) ............................................................................. 92  
Ahtal-Nesto (CR 23) ........................................................................92 Remobra (CR 1/4) .........................................................................139
 Wingdrake (CR 1/8) ......................................................................139
Nerscylla (CR 6) .............................................................................. 93 Najarala (CR 9) ..............................................................................139
 
Dire Miralis (CR 11) ....................................................................... 94
Tempered Dire Miralis (CR 18) ....................................................95
Archtempered Dire Miralis (CR 26) ............................................96
Kirin (CR 12) ....................................................................................97
Lunastra (CR 12) .............................................................................98
Tempered Lunastra (CR 19) .........................................................99
Teostra (CR 13) ............................................................................. 100
Tempered Teostra (CR 20) ..........................................................101
Chameleos (CR 14) ...................................................................... 102
Namielle (CR 14) .......................................................................... 103


 
Challenge Rating 1/2 Challenge Rating 1
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-7 Bird Wyvern Fang (W) 1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A) 8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A) 13-16 Jaggi Scale (A)
17-18 Sm Monsterbone (O) 17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O) 19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Jaggi Hide Jaggi Hide
This armor magically mends itself to counteract daily This armor magically mends itself to counteract daily
wear and tear. wear and tear.
Jaggi Scale Jaggi Scale
You have a +1 bonus to Survival checks while you You have a +1 bonus to Survival checks while you
wear this armor. wear this armor.

WEAPON MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Bird Wyvern Fang Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing Your piercing weapon deals an extra 1 piercing
damage. damage.

OTHER MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Sm Monsterbone Sm Monsterbone
Uncommon weapon upgrade material. Uncommon weapon upgrade material.
Bird Wyvern Bone Bird Wyvern Bone
Uncommon armor upgrade material. Uncommon armor upgrade material.

  Great Jaggi Hide


You reduce necrotic damage you take by 3 while you
Challenge Rating 2 wear this armor.
Carves/Capture 2
Great Jaggi Head
Carve Chance Capture Chance Material Slots Item Prolonger. Whenever you use a consumable item
1-2 ---- Jaggi Scale (A) that has a duration, its duration is increased by an
additional 6 seconds.
3-5 1-5 Screamer Sac x2 (O)
Imperial Frill
6-12 6-7 Great Jaggi Hide (A) Gourmand. While attuned to this armor, you double
amount of days you can go without food or water before
13-17 8-10 Great Jaggi Claw (W) suffering a level of exhaustion.
---- 11-18 King's Frill (W)
WEAPON MATERIAL EFFECTS
18-19 19 Great Jaggi Head (A) Great Jaggi Claw
20 20 Imperial Frill (A) Your slashing weapon deals an extra 1 slashing damage.
King's Frill
ARMOR MATERIAL EFFECTS Hitter. When a creature must succeed on a saving throw
Jaggi Scale or become stunned by the effect of a weapon attack,
You have a +1 bonus to Survival checks while you wear increase the save DC by 2.
this armor.
1 OTHER MATERIAL EFFECTS
Screamer Sac
A crafting material used to make sonic bombs.
  
Challenge Rating 1 Challenge Rating 2
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-7 Bird Wyvern Fang (W)
1-2 ---- Baggi Scale (A)
8-12 Baggi Hide (W)
3-5 1-5 B.Sleep Sac x2 (O)
13-16 Baggi Scale (A)
6-12 6-7 Great Baggi Hide (A,W)
17-18 Sm Monsterbone (O)
13-17 8-10 Great Baggi Claw (W)
19-20 Bird Wyvern Bone (O)
---- 11-18 B.King's Crest (A,W)

ARMOR MATERIAL EFFECTS 18-19 19 Great Baggi Piel (A,W)


Baggi Scale 20 20 Imperial Crest (A)
You have a +1 bonus to Athletics checks while you
wear this armor.
ARMOR MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Baggi Scale
Bird Wyvern Fang You have a +1 bonus to Athletics checks while you
Your piercing weapon deals an extra 1 piercing wear this armor.
damage. Great Baggi Hide
Baggi Hide You reduce cold damage you take by 3 while you
Whenever the bearer of this weapon takes a help wear this armor.
action in combat, the aided ally may treat their B.King's Crest
weapon as a +1 magic weapon until the end of their Whenever you make a saving throw against the
next turn. unconscious condition or other sleep-like effects,
you do so with a +1 bonus.
OTHER MATERIAL EFFECTS
Great Baggi Piel
Sm Monsterbone
Your weapon deals an extra 1 weapon damage if it
Uncommon weapon upgrade material.
uses ammunition.
Bird Wyvern Bone Imperial Crest
Uncommon armor upgrade material. Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they
hit a creature.

WEAPON MATERIAL EFFECTS


Great Baggi Hide
When you hit a creature with this weapon, it must
succeed on a DC 10 Constitution saving throw or
become Incapacitated for 1d4 turns or until they
take damage. Once you use this property, you cannot
use it again until you finish a long rest.
Great Baggi Claw
Your slashing weapon deals an extra 1 slashing
damage.
B.King's Crest
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Great Baggi Piel
You can read books you are touching while sleeping.

OTHER MATERIAL EFFECTS


B.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.

2
  
Challenge Rating 1 Challenge Rating 2
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-7 Bird Wyvern Fang (W)
1-2 ---- Wroggi Scale (A)
8-12 Wroggi Hide (A)
3-5 1-5 Wroggi Poison Sac (W,O)
13-16 Wroggi Scale (A)
6-12 6-7 Great Wroggi Hide (A)
17-18 Sm Monsterbone (O)
13-17 8-10 Great Wroggi Claw (W)
19-20 Bird Wyvern Bone (O)
---- 11-18 W.King's Crest (A,W)

ARMOR MATERIAL EFFECTS 18-19 19 Great Wroggi Piel (A)


Wroggi Hide 20 20 King's Beak (A)
You reduce poison damage you take by 2 while you
wear this armor.
ARMOR MATERIAL EFFECTS
Wroggi Scale Wroggi Scale
You have a +1 bonus to Nature checks while you You have a +1 bonus to Nature checks while you
wear this armor. wear this armor.
WEAPON MATERIAL EFFECTS Great Wroggi Hide
Bird Wyvern Fang You reduce poison damage you take by 3 while you
Your piercing weapon deals an extra 1 piercing wear this armor.
damage. W.King's Crest
Whenever you make a saving throw against the
OTHER MATERIAL EFFECTS poisoned condition, you do so with a +2 bonus.
Sm Monsterbone
Great Wroggi Piel
Uncommon weapon upgrade material.
You have a +1 bonus to Charisma saving throws
Bird Wyvern Bone while wearing this armor.
Uncommon armor upgrade material. King's Beak
Team player. You may use the help action as a bonus
action twice per long rest.

WEAPON MATERIAL EFFECTS


Wroggi Poison Sac
When you hit a creature with this weapon, it must
succeed on a DC 12 Constitution saving throw or
become poisoned for 1d4 turns or until they take
damage. Once you use this property, you cannot use
it again until you finish a short or long rest.
Great Wroggi Claw
Your slashing weapon deals an extra 1 slashing
damage.
W.King's Crest
(Light or Heavy Bowgun) Your normal ammo deals
an extra 2 piercing damage.

OTHER MATERIAL EFFECTS


Wroggi Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
On a success you create a vial of basic poison (PHB
p. 153). On a fail, the material is destroyed.

3
 Velociprey Scale
You have a +1 bonus to Medicine checks while you
Challenge Rating 1/4 wear this armor.
Carves 1
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Velociprey Fang
1-8 Velociprey Fang (W) When you cast a spell that deals bludgeoning, piercing,
9-13 Velociprey Hide (A) or slashing damage, add 1/2 of your proficiency bonus
to that damage.
14-18 Velociprey Scale (A)
19-20 Sm Monsterbone (O) OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
ARMOR MATERIAL EFFECTS
Velociprey Hide
You reduce fire, cold, lightning, and necrotic damage
you take by 1 while you wear this armor.

 Velocidrome Shard


While wearing this armor, you can use an action to cast
Challenge Rating 1 the long strider spell from it. Once used, you can't use
Carves/Capture 2 this property again until the next dawn.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Velocidrome Claw
1-3 ---- Velociprey Scale (A) You can use a bonus action to speak this weapon's
4-13 ---- Velocidrome Claw (W,O) command word, and transform your weapon into a
walking cane or back to its original form.
---- 1-7 Screamer Sac x2 (O)
Velocidrome Hide
14-18 8-18 Velocidrome Hide (A,W) When you cast a spell that deals thunder damage, add
---- 19 Velocidrome Head (A,W) 1/2 of your proficiency bonus to that damage.
20 20 Velocidrome Shard (A,W) Velocidrome Head
The first time you make a Carve check on a creature, you
do so with advantage.
ARMOR MATERIAL EFFECTS Velocidrome Shard
Velociprey Scale As an action you can make this weapon shed bright light
You have a +1 bonus to Medicine checks while you in a 15-foot radius and dim light in another 15 feet. You
wear this armor. can use another action to make the weapon stop
shedding light.
Velocidrome Hide
While wearing your armor it plays appropriate music for
whatever situation you're in. Blaring horn sections and OTHER MATERIAL EFFECTS
drums during combat, that sort of thing. Velocidrome Claw
This material can be crafted into a 6 six-sided die (DC
Velocidrome Head 10 tinker's tool check). When you roll it, you can control
Whenever you make a saving throw against the which number it rolls.
unconscious condition or other sleep-like effects, you
do so with a +1 bonus. Screamer Sac
A crafting material used to make sonic bombs.

4
 
Challenge Rating 1/2 Challenge Rating 1
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Genprey Fang (W)
1-3 ---- Genprey Scale (A)
9-13 Genprey Hide (A)
4-13 ---- Gendrome Tail (W)
14-18 Genprey Scale (A)
---- 1-7 Paralysis Sac (W)
19-20 Sm Monsterbone (O)
14-18 8-18 Gendrome Hide (A)

ARMOR MATERIAL EFFECTS ---- 19 Gendrome Skull (A,W)


Genprey Hide 20 20 Gendrome Shard (A,W)
You reduce lightning damage you take by 2 while
you wear this armor.
ARMOR MATERIAL EFFECTS
Genprey Scale Genprey Scale
You have a +1 bonus to Arcana checks while you You have a +1 bonus to Arcana checks while you
wear this armor. wear this armor.
WEAPON MATERIAL EFFECTS Gendrome Hide
Genprey Fang You reduce lightning damage you take by 3 while
When you cast a spell that deals lightning damage, you wear this armor.
add 1/2 of your proficiency bonus to that damage. Gendrome Skull
Whenever you make a saving throw against the
OTHER MATERIAL EFFECTS paralyzed condition, you do so with a +2 bonus.
Sm Monsterbone
Gendrome Shard
Uncommon weapon upgrade material.
While wearing this armor, you can use an action to
cast the thunderwave (save DC 12) spell from it.
Once used, you can't use this property again until
the next dawn.

WEAPON MATERIAL EFFECTS


Gendrome Tail
While attuned to this weapon, you can use an action
to cast minor illusion (save DC 11) from it at will.
You can only use the spell to create a sound, not an
image, and the sound must emanate from the
weapon.
Paralysis Sac
When you cast a spell that deals lightning damage,
you gain a +1 bonus to its spell attack roll.
Gendrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Gendrome Shard
While holding this weapon, you can use your action
and point your weapon at a target within 30 feet of
you, causing a bright light to flare before them. That
creature must succeed on a DC 11 Constitution
saving throw or become blinded for 1 minute. Once
you use this property, you cannot use it again until
you finish a short or long rest.

5
      
Challenge Rating 1/2 Challenge Rating 1
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Ioprey Fang (W)
1-3 ---- Ioprey Scale (A)
9-13 Ioprey Hide (A)
4-10 1-7 Iodrome Poison Sac (A,W,O)
14-18 Ioprey Scale (A)
11-17 8-18 Iodrome Hide (A)
19-20 Sm Monsterbone (O)
18-19 19 Iodrome Skull (A,W)

ARMOR MATERIAL EFFECTS Iodrome Violet


20 20 (A,W)
Ioprey Hide Scale
You reduce fire damage you take by 2 while you wear
this armor.
ARMOR MATERIAL EFFECTS
Ioprey Scale Ioprey Scale
You have a +1 bonus to Religion checks while you You have a +1 bonus to Religion checks while you
wear this armor. wear this armor.
Iodrome Poison Sac
WEAPON MATERIAL EFFECTS While you are wearing this armor, you can use your
Ioprey Fang action to cause a random creature within 60 feet of
When you cast a spell that deals poison damage, add you to become poisoned for 1d4 hours.
1/2 of your proficiency bonus to that damage.
Iodrome Hide
You always knows the direction to the nearest tavern
OTHER MATERIAL EFFECTS in a 60 mile radius while you wear this armor.
Sm Monsterbone
Uncommon weapon upgrade material. Iodrome Skull
Whenever you make a saving throw against the
poisoned condition, you do so with a +1 bonus.
Iodrome Violet Scale
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to
this armor.

WEAPON MATERIAL EFFECTS


Iodrome Poison Sac
When you cast a spell that deals poison damage, you
gain a +1 bonus to its spell attack roll.
Iodrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Iodrome Violet Scale
While you are holding this weapon, 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 the
poison, it can't produce more once it has reached its
maximum, until the next dawn.

OTHER MATERIAL EFFECTS


Iodrome Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
On a success you create a vial of basic poison (PHB
p. 153). On a fail, the material is destroyed.

6
 
Challenge Rating 1/2 Challenge Rating 1
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-10 Giaprey Hide (W)
1-3 ---- Giaprey Scale (A)
11-16 Giaprey Scale (A)
4-13 ---- Giadrome Claw (W)
17-20 Sm Monsterbone (O)
---- 1-7 Screamer Sac x2 (O)

ARMOR MATERIAL EFFECTS 14-18 8-18 Giadrome Hide (A,W)


Giaprey Scale 19 19 Giadrome Skull (A,W)
You have a +1 bonus to Insight checks while you
wear this armor. 20 20 Giadrome Shard (A,W)

WEAPON MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Giaprey Hide Giaprey Scale
This weapon has a reservoir of ice magic that can a You have a +1 bonus to Insight checks while you
freeze the ground for up to 30 seconds. While wear this armor.
holding this weapon, you can use an action to plant
this weapon in the ground and release the ice magic Giadrome Hide
within. While planted and undepleted, the ground in You reduce cold damage you take by 3 while you
a 10-foot radius of this weapon becomes difficult wear this armor.
terrain. This weapon recharges 1d6 seconds of
Giadrome Skull
energy to the weapon's reservoir daily at dawn.
The air around you is always unnaturally cold while
you wear this armor. Your breath becomes visible,
OTHER MATERIAL EFFECTS and frost continually forms on the surface of your
Sm Monsterbone hair, weapons, and armor. Additionally, you suffer no
Uncommon weapon upgrade material. ill effect from being in extremely cold environments.
Giadrome Shard
Detect. You gain a +1 bonus to your passive
Perception while you wear this armor.

WEAPON MATERIAL EFFECTS


Giadrome Claw
When you cast a spell that deals cold damage, add
1/2 of your proficiency bonus to that damage.
Giadrome Hide
Icy wind and snowflakes bluster around this weapon,
even in warm environments. While touching it, you
can walk on the surface of the lightest snow, leaving
no footprints.
Giadrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Giadrome Shard
(druid, sorcerer, warlock, or wizard) While attuned to
this weapon you know the frostbite cantrip.

OTHER MATERIAL EFFECTS


Screamer Sac
A crafting material used to make sonic bombs.

7
 ARMOR MATERIAL EFFECTS
Maccao Hide
Challenge Rating 1/4 You and all of your possessions are completely odorless
Carves 1 while you wear this armor.
Carve Chance Material Slots Maccao Scale
1-9 Bird Wyvern Fang (W) You have a +1 bonus to Performance checks while you
wear this armor.
10-13 Maccao Hide (A)
14-17 Maccao Scale (A) WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
18-20 Sm Monsterbone (O) Your piercing weapon deals an extra 1 piercing damage.

OTHER MATERIAL EFFECTS


Sm Monsterbone
Uncommon weapon upgrade material.

Maccao Gem
  Airborne. While wearing this armor, you can cast the
Challenge Rating 2 jump spell from it as a bonus action at will, but can
Carves/Capture 2 target only yourself when you do so.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Maccao Tailspike
1-3 ---- Maccao Scale (A) Hitter. When a creature must succeed on a saving throw
4-5 1-4 Maccao Tailspike (W) or become stunned by the effect of a weapon attack,
increase the save DC by 2.
6-12 5-8 Great Maccao Scale (A,O)
Great Maccao Hide
13-17 9-16 Great Maccao Hide (A,W) Whenever you break a grapple, you may choose to push
18-19 17-19 Champion's Crest (A,W) the grappler up to 10 feet away from you as a bonus
action.
20 20 Maccao Gem (A,W)
Champion's Crest
When you make a weapon attack with this weapon, and
ARMOR MATERIAL EFFECTS roll a 20 for the attack roll, you can make all creatures,
Maccao Scale other than yourself, that are within 5 feet of the target
You have a +1 bonus to Performance checks while you (including the target) make a DC 12 Strength saving
wear this armor. throw. On a failed, save that creature is knocked prone
by a wave of concussive force.
Great Maccao Scale
Maccao Gem
You reduce fire damage you take by 3 while you wear
(druid, ranger, sorcerer, or wizard) While attuned to this
this armor.
weapon you can cast the jump spell at will, without
Great Maccao Hide expending a spell slot.
You can use your reaction to reduce fall damage by 1d6
until the end of turn. Once you use this property you OTHER MATERIAL EFFECTS
cannot use it again until you finish a long rest. Great Maccao Scale
Champion's Crest Uncommon armor upgrade material.
Whenever you are casting a spell as a ritual, you have
advantage on Constitution saving throws to maintain
concentration.

8
 Kulu Gem
As an action, you form a boulder in your hand, from dust
Challenge Rating 4 and debris on the ground, and hurl it at a creature within
Carves/Capture 3 60 feet of you. That creature must make a DC 14
Carve Chance Capture Chance Material Slots Dexterity saving throw, taking 2d10 bludgeoning
damage on a failed save, or half as much on a successful
1-6 1-5 Kulu-Ya-Ku Scale (A,W) one. Once you use this property, you can't use it again
until you finish a short or long rest.
7-11 6-12 Kulu-Ya-Ku Hide (A,W)
12-14 13-16 Kulu-Ya-Ku Plume (A,W) WEAPON MATERIAL EFFECTS
15-19 17-19 Kulu-Ya-Ku Beak (A,W) Kulu-Ya-Ku Scale
Every minute, a beautifully colored feather falls from
20 20 Kulu Gem (A,W) your weapon and floats to the ground.
Kulu-Ya-Ku Hide
ARMOR MATERIAL EFFECTS When you are outdoors, harmless creatures such as
Kulu-Ya-Ku Scale squirrels and birds flock to you when you sing songs for
You can use an action to speak this armor's command a minute or longer.
word, causing it to emit soothing music and cast the Kulu-Ya-Ku Plume
calm emotions spell (save DC 14) centered on you. You have a +2 bonus to Persuasion checks while you are
Once you use this property, you cannot use it again until attuned to this weapon.
you finish a long rest.
Kulu-Ya-Ku Beak
Kulu-Ya-Ku Hide You can use a bonus action to shroud your weapon in
While wearing this armor you can use a bonus action to magical feathers for 1 minute. The next time you hit a
gain advantage to Wisdom (Medicine) checks for the creature with a melee weapon attack while your weapon
rest of the turn. is still shrouded in feathers, it must make a DC 11
Constitution saving throw. On a failed save, the target
Kulu-Ya-Ku Plume
falls unconscious until the end of its next turn, until the
Item Prolonger. Whenever you use a consumable item
sleeper takes damage, or until someone uses an action
that has a duration, its duration is increased by an
to shake or slap the sleeper awake. Once you use this
additional 6 seconds.
property, you can't use it again until you finish a long
Kulu-Ya-Ku Beak rest.
Stamina Surge. While wearing this armor, you can use an
Kulu Gem
action to cast the haste spell from it once per day, but
Critical Eye. Your weapon attacks critical hit range is
can target only yourself when you do so and you gain 3
increased by 1.
levels of exhaustion when the spell ends.

9
 Tzitzi-Ya-Ku Gem
While wearing this armor, you have advantage on
Challenge Rating 6 Wisdom (Perception) checks that rely on sight. In
Carves/Capture 3 conditions of clear visibility, you can make out details of
Carve Capture even extremely distant creatures and objects as small as
Chance Chance Material Slots 2 feet across.

1-6 1-4 Tzitzi-Ya-Ku Scale (A,W) WEAPON MATERIAL EFFECTS


7-11 5-8 Tzitzi-Ya-Ku Hide (A,W) Tzitzi-Ya-Ku Scale
Your eyes glow red while you are touching your weapon.
12-14 9-11 Tzitzi-Ya-Ku Claw (A,W)
Tzitzi-Ya-Ku Hide
15-19 12-13 Tzitzi-Ya-Ku Photophore (A,W) While you hold this weapon, you can use an action to
---- 14-16 Med Monsterbone (O) speak this weapon's command word to ignite the magic
in it, causing it to flare brilliantly. Each creature within a
---- 17-19 Dash Extract (O) 10-foot radius of you, that can see you, must use their
20 20 Tzitzi-Ya-Ku Gem (A,W) reaction to shield their eyes or be blinded until the end
of their next turn.
Tzitzi-Ya-Ku Claw
ARMOR MATERIAL EFFECTS When you cast a spell that deals lightning damage, add
Tzitzi-Ya-Ku Scale 1/2 of your proficiency bonus to that damage.
This armor is 10% lighter than normal armor of this
type. If it has a Strength requirement to use, it is Tzitzi-Ya-Ku Photophore
reduced by 1. This weapon has 3 runes. When you hit a creature, you
can expend 1 of its runes to have the target make a DC
Tzitzi-Ya-Ku Hide 14 Constitution saving throw. On a failed save, the
You have a +2 bonus to Sleight of Hand checks while target is blinded for 1 minute. This weapon regains 1
you wear this armor. expended rune daily at dawn.
Tzitzi-Ya-Ku Claw Tzitzi-Ya-Ku Gem
You cannot become intoxicated while you wear this (Druid, Sorcerer, or Wizard only) While attuned to this
armor. weapon, you can use an action to cast the color spray
from it spell once per day, without expending a spell
Tzitzi-Ya-Ku Photophore slot.
Whenever you make a saving throw against the stunned
condition, unconscious condition, or other sleep-like
effects; you do so with a +2 bonus. OTHER MATERIAL EFFECTS
Med Monsterbone
Rare armor upgrade material.
Dash Extract
Crafting material for mega dash juice.

10
 

Kut-Ku Auricle
  When you make a skill check while wearing this armor,
Challenge Rating 3 you can use your reaction to gain a advantage on it.
Carves/Capture 3 Once you use this property, you can't use it again until
Carve Chance Capture Chance Material Slots you finish a long rest.

1-6 1-3 Kut-Ku Scale (A,W) WEAPON MATERIAL EFFECTS


7-9 4-9 Kut-Ku Carapace (A,W) Kut-Ku Scale
You may use this weapon to make pink colored marks
10-11 ---- Kut-Ku Webbing (A) on any surface. The marks fade away in 24 hours.
12-13 10 Splendid Beak (A,W) Kut-Ku Carapace
---- 11-14 Jumbo Bone (O) This weapon cannot be detected by the detect magic
spell unless the caster touches the weapon.
---- 15-16 Screamer Sac (O)
Splendid Beak
14-19 ---- Kut-Ku Ear (A,W) This weapon is so finely constructed it never needs
20 17-20 Kut-Ku Auricle (A,W) maintenance, cannot rust or tarnish, and gains a +1 to
damage rolls.
Kut-Ku Ear
ARMOR MATERIAL EFFECTS While touching this weapon you can speak its command
Kut-Ku Scale phrase: "The limits of my language are the limits of my
You reduce fire damage you take by 3 while you wear world" to gain proficiency in any language of your
this armor. choice for 24 hours. Once you use this property, you
can't use it again until the next day.
Kut-Ku Carapace
Well Rested. When you finish a long rest, you gain 5 Kut-Ku Auricle
temporary hit points for 24 hours while attuned to this While attuned to this weapon, you can use a bonus
armor. action to exhale fire at a target within 15 feet of you.
The target must make a DC 13 Dexterity saving throw,
Kut-Ku Webbing taking 2d6 fire damage on a failed save, or half as much
You have a +1 bonus to History checks while you wear damage on a successful one.
this armor.
Once used, this property cannot be used again until you
Splendid Beak finish a long rest.
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
OTHER MATERIAL EFFECTS
Kut-Ku Ear Jumbo Bone
As a bonus action, you can conjure a horn in the shape Uncommon armor upgrade material.
of the Kut-Ku's ear. When held up to your ear, this horn
suppresses the effects of the deafened condition on Screamer Sac
you, allowing you to hear normally. A crafting material used to make sonic bombs.

11
   Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape
Challenge Rating 5 of the Kut-Ku's ear. When held up to your ear, this horn
Carves/Capture 3 suppresses the effects of the deafened condition on
Carve Capture you, allowing you to hear normally.
Chance Chance Material Slots Blue Kut-Ku Auricle
1-6 1-3 Blue Kut-Ku Scale (A,W) When you make a skill check while wearing this armor,
you can use your reaction to gain a +2 bonus to the
7-9 4-9 Blue Kut-Ku Carapace (A,W) check. You can use this property twice, regaining all
expended uses after you finish a long rest.
10-11 ------- Blue Kut-Ku Webbing (A)
12-13 10 Giant Beak (A,W) WEAPON MATERIAL EFFECTS
Blue Kut-Ku Scale
------- 11-14 Monsterbone+ (O)
The bearer may use this weapon to make indigo colored
------- 15-16 Blue Inferno Sac (A,W) marks on any surface. The marks will fade away in 24
hours.
14-19 ------- Kut-Ku Ear (A,W)
Blue Kut-Ku Carapace
20 17-20 Blue Kut-Ku Auricle (A,W)
(Spellcaster only) While you are attuned to this weapon,
you can use an action to cast the scorching ray spell
ARMOR MATERIAL EFFECTS from it. Once you use this property, you can't use it
Blue Kut-Ku Scale again until you finish a long rest.
You reduce fire damage you take by 3 while you wear Giant Beak
this armor. When you cast a spell that deals fire damage, you
increase the spell save DC by 1.
Blue Kut-Ku Carapace
While you are attuned to this armor, you and your Blue Inferno Sac
equipment suffer no ill effects from Strong Winds. Your weapon deals an extra 1d4 fire damage.
Kut-Ku Webbing Kut-Ku Ear
You have a +2 bonus to History checks while you wear While touching this weapon you can speak its command
this armor. phrase: "The limits of my language are the limits of my
world" to gain proficiency in any language of your
Giant Beak choice for 24 hours. Once you use this property, you
Recovery Speed. Whenever you roll a Hit Die to regain can't use it again until the next day.
hit points, double the number of hit points it restores.
Blue Kut-Ku Auricle
Blue Inferno Sac While attuned to this weapon, you can use a bonus
While you are attuned to this armor, you can use a action to exhale fire at a target within 15 feet of you.
bonus action to speak its command word and exhale The target must make a DC 14 Dexterity saving throw,
fire at a target within 30 feet of you. The target must taking 3d6 fire damage on a failed save, or half as much
make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a successful one.
damage on a failed save, or half as much damage on a
successful one. Once used, this property cannot be used again until you
finish a long rest.
Once used, this property cannot be used again until you
finish a long rest.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon upgrade material

12
 Hypno Claw
Taunt. When a creature you can see attacks a target
Challenge Rating 4 other than you that is within 5 feet of you, you can use
Carves/Capture 3 your reaction to redirect the attack to you.
Carve Capture Hypno Bezoar
Chance Chance Material Slots When you hit a creature with this weapon, it must make
1-5 1-5 Orange Hypno Pelt (A,W) a DC 14 Wisdom saving throw. If it fails the save it
becomes charmed by you for 1 minute or until you or
6-8 6-7 Hypno Claw (W) your companions do anything harmful to it.
9-10 8-9 Hypno Bezoar (A,W) Hypno Fang
This weapon has 3 runes. When you hit a creature with
11-13 10-12 H.Sleep Sac (A,O) this weapon, you can expend 1 of its runes to have the
14-18 13-16 Hypno Fang (W) target make a DC 12 Constitution saving throw. On a
failed save it falls unconscious for 1 minute, until the
---- 17-20 Rainbow Tail Feather (A,W) sleeper takes damage, or until someone uses an action
19-20 ---- Hypno Beak (W) to shake or slap the sleeper awake. This weapon regains
1 expended rune daily at dawn.
Rainbow Tail Feather
ARMOR MATERIAL EFFECTS You can produce, an illusory document from your bag.
Orange Hypno Pelt The document is real only so long as you hold it, after
You have a +2 bonus to Animal Handling checks while which it dissipates in a puff of smoke. A creature may
you wear this armor. also determine the document is fake with a Wisdom
(insight) check against your spell save DC. If you do not
Hypno Bezoar have a spell save DC, the creature must succeed on a
You can read books you are touching while sleeping. DC 11 Wisdom (Insight) check.
H.Sleep Sac Hypno Beak
A Material that replaces the sleep herb when crafting (Bard, Sorcerer, and Wizard only) While attuned to this
tranq bombs or tranq ammo. weapon, you can use an action to cast the sleep spell
Rainbow Tail Feather from it once a day, without expending a spell slot.
You gain the benefits of a long rest after 4 hours instead
of 8 while you are attuned to this armor. OTHER MATERIAL EFFECTS
H.Sleep Sac
WEAPON MATERIAL EFFECTS A Material that replaces the sleep herb when crafting
Orange Hypno Pelt tranq bombs or tranq ammo.
While you are attuned to this weapon you can conjure a
gold-rimmed glass monocle. While wearing this
monocle in a library, you have advantage on Intelligence
(Investigation) checks to find relevant books and
information.

13
 On a 1, stunned; On a 2, deafened; On a 3, paralyzed;
On a 4, blinded. Both creatures can repeat this saving
Challenge Rating 4 throw at the end of their turn, ending the effecting on a
Carves/Capture 3 success. You can use this property a number of times
Carve Capture equal to your Constitution Modifier, regaining all
Chance Chance Material Slots expended uses on when you finish a long rest.

1-4 1-4 Pukei-Pukei Shell (A,W) WEAPON MATERIAL EFFECTS


5-9 5-7 Pukei-Pukei Scale (A,W) Pukei-Pukei Shell
You have proficiency with the herbalism kit while
10-12 8-9 Pukei-Pukei Quill (A,W) attuned to this weapon. If you are already proficient you
---- 10-11 Pukei-Poison Sac (A,W,O) double your proficiency bonus when using it.

13-15 12-13 Pukei-Pukei Sac (A,W) Pukei-Pukei Scale


While touching this weapon, you can use an action to
16-17 14-17 Jumbo Bone (O) determine which way is north. This property functions
18-20 18-20 Pukei-Pukei Wing (A,W) only on the Material Plane.
Pukei-Pukei Quill
While you are attuned to this weapon, you can use this
ARMOR MATERIAL EFFECTS weapon as your spellcasting focus.
Pukei-Pukei Shell
You have a +2 bonus to Deception checks while you Pukei-Poison Sac
wear this armor. When you cast a spell that deals poison damage, add
1/2 of your proficiency bonus to that damage.
Pukei-Pukei Scale Pukei-Pukei Sac
Botanist. When you successfully gather a plant resource, This weapon has 3 runes. When you hit a creature with
you instead gather 2. this weapon, you can expend 1 of its runes to have the
Pukei-Pukei Quill target make a DC 14 Constitution saving throw or
While you are wearing this armor, you can use your become poisoned for 1 minute. A creature can repeat
reaction or bonus action to gain resistance to poison its saving throw at the end of its turn, ending the
damage until the end of your next turn. Once you use effecting on a success. This weapon regains 1 expended
this property, you cannot use it again until you finish a rune daily at dawn.
long rest. Pukei-Pukei Wing
Pukei-Poison Sac When you cast a spell that deals poison damage, you
Whenever you make a saving throw against the gain a +1 bonus to its spell attack roll or increase its
poisoned condition, you do so with a +2 bonus. spell save DC by 1.
Pukei-Pukei Sac
Item Prolonger. Whenever you use a consumable item OTHER MATERIAL EFFECTS
that has a duration, its duration is increased by an Pukei-Poison Sac
additional 6 seconds. You can make a DC 10 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus two vials. On a
Pukei-Pukei Wing success you create two vials of basic poison (PHB p.
While wearing this armor, you can conjure 1 of 4 types 153). On a fail, the material is destroyed.
of nut into the palm of your hand and consume it as an
action. Choose one creature that you can see within 60 Jumbo Bone
feet of you. Both you and the target must succeed on a Uncommon armor upgrade material.
DC 14 Constitution saving throw or suffer the effects of
the nut for 1 minute. Roll a d4 to determine the effect
of the nut;

14
  Coral Pukei-Pukei Fellwing
You have resistance to cold damage and immunity to
Challenge Rating 10 the waterblight condition while you wear this armor.
Carves/Capture 3
Carve Capture WEAPON MATERIAL EFFECTS
Chance Chance Material Slots Coral Pukei-Pukei Cortex
When you place this weapon into any liquid, it will
1-4 1-4 Coral Pukei-Pukei Cortex (A,W) absorb up to 1 vial of it. The weapon will hold the liquid
5-9 5-7 Coral Pukei-Pukei Shard (W) for 24 hours, or until you use an action to cause the
liquid to pour out from the hilt or tip of the weapon.
10-12 8-9 Coral Pukei-Pukei Lash (A,W)
Coral Pukei-Pukei Shard
---- 10-11 Flood Sac (A,W) Partbreaker+1. You deal an extra 1d6 damage when you
13-15 12-13 Large Coral Pukei-Pukei Sac (A,W) critically hit with this weapon.
16-17 14-17 Lg Monster Bone (O) Coral Pukei-Pukei Lash
Your weapon deals an extra 1d6 cold damage.
18-20 18-20 Coral Pukei-Pukei Fellwing (A,W)
Flood Sac
When you cast a spell that deals cold damage, add 1/2
ARMOR MATERIAL EFFECTS of your proficiency bonus to that damage.
Coral Pukei-Pukei Cortex Coral Pukei-Pukei Sac
While wearing this armor, you can cast the create or Critical Draw. During the first round of combat your
destroy water spell from it as an action once per day. melee weapon attacks score a critical hit on a roll of 15-
20.
Coral Pukei-Pukei Lash
Item Prolonger+. Whenever you use a consumable item Coral Pukei-Pukei Fellwing
that has a duration, its duration is increased by an While you are attuned to this weapon, you can use a
additional 12 seconds. bonus action to exhale a stream of water in a 30-foot
line that is 5 feet wide. Each creature in that line must
Flood Sac make a DC 14 Dexterity saving throw, taking 4d6 cold
While wearing this armor, you have a swimming speed damage on a failed save, or half as much damage on a
equal to your walking speed and you can hold breath successful one. Once used, this property cannot be
underwater for twice as long as normal. used again until you finish a long rest.
Coral Pukei-Pukei Sac
You have resistance to cold damage while you wear this OTHER MATERIAL EFFECTS
armor. Lg Monster Bone
Very rare armor upgrade material.

15
 Flintstone
Your armor is decorated with bird carvings. It has 10
Challenge Rating 6 runes. While wearing it, you can use an action to expend
Carves/Capture 3 1 rune from the armor and cause it to create one of the
Carve Chance Capture Chance Material Slots 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
1-7 1-3 Qurupeco Scale (A,W) goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, or an eagle's shriek.
8-12 4-8 Qurupeco Feather (A,W)
This armor regains 1d6 + 4 expended runes daily at
13-16 9-12 Screamer Sac x2 (O) dawn. If you expend the last rune, roll a d20. On a 1, the
17-18 13-14 Vivid Feather (A,W) runes cannot recharge for a week.
---- 15-16 Med Monsterbone (O)
WEAPON MATERIAL EFFECTS
19 17 Alluring Beak (A,W) Qurupeco Scale
You gain proficiency with the horn musical instruments.
20 18-20 Flintstone (A,W) If you are already proficient, you double your proficiency
bonus when using it.
ARMOR MATERIAL EFFECTS Qurupeco Feather
Qurupeco Scale While holding this weapon, you can use an action to
While you are wearing this armor, you can use your summon a jaggi to your aid for 1 hour. It will act on your
reaction or bonus action to gain resistance to fire turn in the initiative and will flee if you or your allies
damage until the end of your next turn. Once you use attempt to harm it. Once you use this property, you
this property, you cannot use it again until you finish a cannot use it again for one week.
long rest.
Vivid Feather
Qurupeco Feather While you are attuned to this weapon, you can use this
Whenever you finish a long rest you may attempt a DC weapon as your spellcasting focus.
15 Charisma (Performance) check using an instrument Alluring Beak
you are proficient with. On a success, you gain When you hit a creature with this weapon it must make
inspiration if you do not already have it. a DC 12 Wisdom saving throw. On a failed save, the
Vivid Feather target becomes charmed by you until the end of its next
You have a +2 bonus to Performance checks while you turn. On a successful save, the target becomes immune
wear this armor. to this effect for 24 hours.
Alluring Beak Flintstone
Recovery Speed. Whenever you roll a Hit Die to regain When you cast a spell that deals fire damage, you gain a
hit points, double the number of hit points it restores. +1 bonus to its spell attack roll.

OTHER MATERIAL EFFECTS


Screamer Sac
A crafting material used to make sonic bombs.
Med Monsterbone
Rare armor upgrade material.

16
  Garuga Ear
Earplugs. While you are attuned to this armor, you can
Challenge Rating 7 use a bonus action to conjure two earplugs in the shape
Carves/Capture 3 of your choice. While using these earplugs, you are
Carve Capture considered deafened. You can dispel the ear plugs as a
Chance Chance Material Slots bonus action ending the deafened effect.

1-4 1-2 Garuga Scale (A,W) WEAPON MATERIAL EFFECTS


5-6 3-10 Garuga Shell (A,W) Garuga Scale
While attuned to this weapon you can cast the gust of
7 11-13 Garuga Mane (A,W) wind spell (save DC 13) once a day.
8 14-18 Garuga Wing (A,W) Garuga Shell
9-12 ---- Garuga Tail (A,W,O) (Bow only) Arrows coated with the close range coating,
deal an extra 1 piercing damage and it now ignores any
13-16 19 Rejuvenated Beak (A,W) disadvantages when attacking creatures you can see that
17-20 20 Garuga Ear (A,W) are within 20 feet of you.
Garuga Mane
While you are attuned to this weapon, your walking
ARMOR MATERIAL EFFECTS speed becomes 30 feet, unless your walking speed is
Garuga Scale higher, and your speed isn't reduced if you are
You have a +2 bonus to Intimidation checks while you encumbered or wearing heavy armor.
wear this armor.
Garuga Wing
Garuga Shell Abnormal Status Atk up (S). Whenever you inflict a
(Bow only) Whenever you apply the close range coating condition on a creature or object that has a duration of
to your arrows, you can coat up to 5 more. 1 minute or longer, the maximum duration of the
condition is increased by 6 seconds.
Garuga Mane
You can use an action to speak this armor's command Garuga Tail
word and regain one expended spell slot of up to 3rd Your weapon deals an extra 1d4 poison damage.
level. Once you have used this effect, it can't be used Rejuvenated Beak
again until the next dawn. This weapon warns you of danger. While the weapon is
Garuga Wing on your person, it magically awakens you and your
Whenever you make a saving throw against the companions within a 30-foot range if any of you are
poisoned condition, you do so with a +2 bonus. sleeping naturally when combat begins.
Garuga Tail Garuga Ear
While wearing this armor, you have darkvision out to a This weapon has 4 runes. When you hit a creature with
range of 60 feet. If you already have darkvision, your this weapon, you can expend 1 of its runes to have the
sight range increases by 60 feet. target make a DC 14 Constitution saving throw. On a
failed save the target is deafened for 1 minute. This
Rejuvenated Beak weapon regains 1d4 expended runes daily at dawn.
You have advantage on initiative rolls while you wear
this armor.
OTHER MATERIAL EFFECTS
Garuga Tail
Rare armor upgrade material.

17
   Fancy Beak
You have advantage on initiative rolls while you wear
Challenge Rating 16 this armor.
Carves/Capture 3
Garuga Auricle
Carve Capture You cannot be poisoned and you have resistance to
Chance Chance Material Slots poison damage while wearing this armor.
1-4 1-2 Garuga Shard (A,W)
WEAPON MATERIAL EFFECTS
5-6 3-10 Garuga Cortex (A,W) Garuga Shard
7 11-13 Garuga Silverpelt (A,W) If you coat this weapon with poison, the poisons save
DC is increased by 3.
8 14-18 Garuga Fellwing (A,W)
Garuga Cortex
9-12 ---- Garuga Lash (A,W,O) (Bows only) Your poison coating now lasts for 1 minute,
13-16 19 Fancy Beak (A,W) but the target can repeat its saving throw at the end of
its turn. ending the poison on a successful save.
17-20 20 Garuga Auricle (A,W)
Garuga Silverpelt
Critical Eye. Your weapon attacks critical hit range is
ARMOR MATERIAL EFFECTS increased by 1.
Garuga Shard Garuga Fellwing
While wearing this armor, you have darkvision out to a Abnormal Status Atk up (M). Whenever you inflict a
range of 60 feet. If you already have darkvision, your condition on a creature or object that has a duration of
sight range increases by 60 feet. 1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
Garuga Cortex
HG Earplugs. While you are attuned to this armor, you Garuga Lash
can use a bonus action to conjure two earplugs in the Resentment. Until the end of your turn, you gain a +1
shape of your choice. While using these earplugs, you bonus to attack and damage rolls against any creature
can only hear creatures you choose to be able to hear. that has damage you since the end of your last turn.
Garuga Silverpelt Fancy Beak
You can use an action to speak this armor's command Critical Status. When you make a weapon attack with
word and regain one expended spell slot of up to 4th this weapon, and roll a 20 for the attack roll, the target
level. Once you have used this effect, it can't be used is poisoned until the end of its next turn.
again until the next dawn. Garuga Auricle
Garuga Fellwing Your weapon deals an extra 1d10 poison damage.
Whenever you make a saving throw against the
poisoned condition, you do so with a advantage. OTHER MATERIAL EFFECTS
Garuga Lash Garuga Lash
(Druid Only) While you wear this armor, your wild Very Rare armor upgrade material.
shapres last a number of hours equal to your druid level
and you can use your wild shape on additional time.

18
 Gypceros Head
While you are attuned to this armor, you can use your
Challenge Rating 8 reaction, immediately after you are hit by an attack, to
Carves/Capture 3 feign death for up to 1 hour. A creature can determine
Carve Capture you are alive by making an Intelligence (Investigation)
Chance Chance Material Slots check against your Charisma (Performance) check.
Once you use this property, you cannot use it again until
1-10 1-3 Rubbery Hide (A,W) you finish a long rest.
11-13 4-9 Dash Extract (O)
WEAPON MATERIAL EFFECTS
14-15 10-13 Gypceros Poison Sac (A,W,O) Rubbery Hide
16-17 ---- Lightcrystal (A,W) While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a
18-19 14-19 Gypceros Webbing (A,W) line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
20 20 Gypceros Head (A,W)
Gypceros Poison Sac
Your weapon deals an extra 1d4 poison damage.
ARMOR MATERIAL EFFECTS
Rubbery Hide Lightcrystal
While you are wearing this armor, you can use your While holding this weapon in darkness, it sheds
reaction or bonus action to gain resistance to lightning moonlight, creating bright light in a 15-foot radius and
damage until the end of your next turn. You can use this dim light for an additional 15 feet.
property twice, regaining all uses when you finish a long Gypceros Webbing
rest. (Cleric, Druid, Ranger, Sorcerer, and Wizard only) While
attuned to this weapon you can cast the protection
Gypceros Poison Sac from energy (lightning) spell once a day, without
Whenever you make a saving throw against the expending a spell slot.
poisoned condition, you do so with a +2 bonus.
Gypceros Head
Lightcrystal While attuned to this weapon, you can conjure a hooded
While wearing this armor, you can use a bonus action to lantern as an action. The lantern hovers 10 feet off the
speak its command word to ignite the magic within it, ground and stays within 5 feet of you. While lit, this
causing it to flare brilliantly. Any creature within a 10- hooded lantern burns for 6 hours on 1 pint of oil,
foot radius of you must use their reaction to shield their shedding bright light in a 30-foot radius and dim light
eyes or be blinded until the end of their next turn. You for an additional 30 feet. Invisible creatures and objects
can use this property twice, regaining all expended uses are visible as long as they are in the lantern's bright
when you finish a long rest. light. You can use an action to lower the hood, reducing
Gypceros Webbing the light to dim light in a 5-foot radius.
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet. OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.
Gypceros Poison Sac
You can make a DC 14 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus two vials. On a
success you create two vials of serpent venom (DMG p.
258). On a fail, the material is destroyed.

19
 WEAPON MATERIAL EFFECTS
Challenge Rating 9 Azurefeather
Carves/Capture 3 While you are attuned to this weapon, you can speak its
command word and swing it in a horizonal fashion to
Carve Capture release a sonic wave in a 30-foot cone. Each creature in
Chance Chance Material Slots that area must make a DC 13 Constitution saving throw
1-5 1-2 Azurefeather (A,W) or, they fall Unconscious until the spell ends, until the
sleeper takes damage, or until someone uses an action
6-8 3-6 Coma Sac (O) to shake or slap the sleeper awake. Once you use this
9-10 7-9 Malfestio Wingtalon (A,W) property, you cannot use it again until you finish a long
rest.
---- 10-11 Malfestio Ear (A,W)
Malfestio Wingtalon
11-12 12-16 Malfestio Wing (A,W) Your weapon deals an extra 1d4 slashing damage.
13-18 17-18 Malfestio Tailfeather (A,W) Malfestio Ear
19 ---- Malfestio Webbing (A,W) Hunter. While attuned to this armor you gain one extra
ration from whatever you hunt.
20 19-20 Malfestio Goldfeather (A,W)
Malfestio Wing
Your weapon has 3 runes. While holding it, you can use
ARMOR MATERIAL EFFECTS an action to expend 1 of its runes, and if a secret door
Azurefeather or trap is within 30 feet of you, the weapon pulses and
You have a +2 bonus to Insight checks while you wear points at the one nearest to you. This weapon regains
this armor. 1d3 expended runes daily at dawn.
Malfestio Tailfeather
Malfestio Wingtalon (Ranger only) While attuned to this weapon you can cast
Whenever you make a saving throw against the the Zephyr Strike (XG 171) spell once a day, without
unconscious condition or other sleep-like effects, you expending a spell slot.
do so with a +3 bonus.
Malfestio Webbing
Malfestio Ear Weakness Exploit. Your weapon deals max damage to a
Detect+. You gain a +2 bonus to your passive creature that is vulnerable to this weapons damage type.
Perception while you wear this armor.
Malfestio Goldfeather
Malfestio Wingv While you are holding this weapon, you can use an
You have advantage on Wisdom (Perception) checks action to speak its command word to summon a giant
that rely on sight while you wear this armor. In owl for up to 8 hours. The owl can telepathically
conditions of clear visibility, you can make out details of communicate with you at any range if you and it are on
even extremely distant creatures and objects as small as the same plane of existence. Once this property has
2 feet across. been used, it can't be used again until 2 days have
Malfestio Tailfeather passed.
While wearing this armor, you have darkvision out to a
range of 60 feet. If you already have darkvision, your OTHER MATERIAL EFFECTS
sight range increases by 60 feet. Coma Sac
A Material that replaces the sleep herb when crafting
Malfestio Webbing
sleep coating or sleep ammo.
Your armor becomes a light and flexible. 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.

20
 

 
Challenge Rating 1/4 Challenge Rating 2
Carves 1 Carves/Capture 3
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Raw Meat (O)
1 ---- Raw Meat (O)
9-13 Bullfango Pelt (A)
2-7 1-13 Bulldrome Hide (A)
14-18 Sm Monsterbone (O)
8-12 14-17 Jumbo Bone (O)
19-20 Bullfango Head (W)
13-16 ---- Stout Bone (A,W)

ARMOR MATERIAL EFFECTS 17-19 18 Bulldrome Tusk (W)


Bullfango Pelt 20 19-20 Bulldrome Head (A,W)
You have a +1 bonus to Intimidation checks while
you wear this armor.
ARMOR MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Bulldrome Hide
Bullfango Head You have a +1 bonus to Survival checks while you
Your slashing weapon deals an extra 1 slashing wear this armor.
damage. Stout Bone
Whenever you must succeed on a saving throw or be
OTHER MATERIAL EFFECTS knocked prone, you do so with a +2 bonus.
Raw Meat Bulldrome Head
Provides 2 days rations when cooked. Botanist. When you successfully gather a plant
Sm Monsterbone resource, you instead gather 2.
Uncommon weapon upgrade material.
WEAPON MATERIAL EFFECTS
Stout Bone
Your bludgeoning weapon deals an extra 2
bludgeoning damage.
Bulldrome Tusk
 Your slashing weapon deals an extra 1 slashing
Challenge Rating 1 damage.
Carves 3
Bulldrome Head
Carve Chance Material Slots (Hammer and Lance only) You gain a +1 bonus to
your attack rolls if you move 20 feet in a straight line
1-14 Raw Meat (O) towards a creature without taking damage.
15-20 Wulg Thickfur (A,W)
OTHER MATERIAL EFFECTS
Raw Meat
ARMOR MATERIAL EFFECTS Provides 2 days rations when cooked.
Wulg Thickfur
You reduce cold damage you take by 3 while you Bulldrome Jumbo Bone
wear this armor. Uncommon armor upgrade material.

WEAPON MATERIAL EFFECTS


Wulg Thickfur
Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a
Bigger Creature (DMG p.271) while you are attuned
to this weapon.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.

21
 
Challenge Rating 3 Challenge Rating 4
Carves/Capture 3 Carves/Capture 3
Carve Capture Carve Capture
Chance Chance Material Slots Chance Chance Material Slots
1-7 1-3 Lagombi Pelt (A) 1-6 1-5 Honey x2 (O)
8-11 4-10 Lagombi Plastron (A,W) 7-14 6-7 Arzuros Pelt (A,W)
12-13 11-15 Lagombi Iceclaw (A,W) 15-17 8-13 Arzuros Shell (A)
14-15 16-18 Lagombi Jumbo Bone (W,O) 18 14-17 Azure Jumbo Bone (W,O)
16-20 19-20 Lagombi Ear (A,W) 19-20 18-20 Arzuros Brace (A,W)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Lagombi Pelt Arzuros Pelt
You have a +1 bonus to Acrobatics checks while you Botanist. When you successfully gather a plant
wear this armor. resource, you instead gather 2.
Lagombi Plastron Arzuros Shell
You ignore difficult terrain created by ice or snow You have a +1 bonus to Athletics checks while you
while you wear this armor. wear this armor.
Lagombi Iceclaw Arzuros Brace
You reduce cold damage you take by 3 while you While you are wearing this armor, you can use your
wear this armor. reaction or bonus action to gain resistance to
bludgeoning damage until the end of your next turn.
Lagombi Ear
Once you use this property, you cannot use it again
Whenever you make a saving throw against the
until you finish a long rest.
blinded condition, you do so with a +1 bonus.
WEAPON MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS
Arzuros Pelt
Lagombi Plastron
While you are attuned to this weapon, you can use
This weapon has a reservoir of ice magic that can a
this weapon as your spellcasting focus.
freeze the ground for up to 30 seconds. While
holding this weapon, you can use an action to plant Azure Jumbo Bone
this weapon in the ground and release the ice magic Your bludgeoning weapon deals an extra 2
within. While planted and undepleted, the ground in bludgeoning damage.
a 10-foot radius of this weapon becomes difficult
terrain. This weapon recharges 1d6 seconds of Arzuros Brace
energy to the weapon's reservoir daily at dawn. You are proficient in unarmed strikes while you are
attuned to this weapon. Additionally, your unarmed
Lagombi Iceclaw strikes deal slashing damage instead of bludgeoning
When you cast a spell that deals cold damage, add damage and you can use a d6 in place of the normal
1/2 of your proficiency bonus to that damage. weapon damage dice with unarmed strikes.
Lagombi Jumbo Bone
Your bludgeoning weapon deals an extra 2 OTHER MATERIAL EFFECTS
bludgeoning damage. Honey
Item found in (AGtMH p.32)
Lagombi Ear
(Sorcerer and Wizard only) While attuned to this Azure Jumbo Bone
weapon you know the ray of frost cantrip. Uncommon armor upgrade material.

OTHER MATERIAL EFFECTS


Lagombi Jumbo Bone
Uncommon armor upgrade material.

22
 Volvidon Paralysis Sac
You can cast the light cantrip once per day, while you
Challenge Rating 5 are wearing this armor.
Carves/Capture 3
Volvi Rickrack
Carve Capture Whenever you must succeed on a saving throw or be
Chance Chance Material Slots knocked prone, you do so with a +2 bonus.
---- 1-2 Sharpened Fang+ (A,W)
WEAPON MATERIAL EFFECTS
1-6 3-10 Volvi Carapace (A,W) Sharpened Fang+
7-10 11-12 Volvidon Talon (A,W) Your weapon deals an extra 1d4 slashing damage.

11-16 13-18 Volvidon Paralysis Sac (A,W) Volvi Carapace


As an action you transform into a 5-foot sphere that
17-20 19-20 Volvi Rickrack (A,W) 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
ARMOR MATERIAL EFFECTS any actions, reactions, or bonus actions except to
Sharpened Fang+ transform back.
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to slashing Volvidon Talon
damage until the end of your next turn. Once you use FastCharge. When you roll for initiative, your
this property, you cannot use it again until you finish a greatsword, longsword, or charge blade gains 1 charge,
long rest. spirit, or phial charge.
Volvidon Paralysis Sac
Volvi Carapace
When you cast a spell that deals lightning damage, you
Whenever you make a saving throw against waterblight
gain a +1 bonus to its spell attack roll.
condition, you do so with a +1 bonus.
Volvi Rickrack
Volvidon Talon
(Melee Weapon only) When you hit a creature with this
You have a +1 bonus to Acrobatic checks while you
weapon you can attempt to grapple the creature as a
wear this armor.
bonus action.

23
  Kecha Talon
While wearing this armor, you can move up, down, and
Challenge Rating 6 across vertical surfaces and upside down along ceilings,
Carves/Capture 3 while leaving your hands free. You have a climbing
Carve Chance Capture Chance Material Slot speed equal to your walking speed. However the armor
doesn't allow you to move this way on a slippery
1-7 ---- Kecha Pelt (A) surface, such as one covered by ice or oil.
8-12 1-7 Kecha Longbone (A,W)
WEAPON MATERIAL EFFECTS
13-14 8-10 Kecha Tail (A,W) Kecha Longbone
15-16 11-13 Brute Bone (W,O) When you cast a spell that deals cold damage, you gain a
+1 bonus to its spell attack roll.
17 14-15 Kecha Ear (A,W)
Kecha Tail
18-20 16-20 Kecha Talon (A,W) 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.
ARMOR MATERIAL EFFECTS
Kecha Pelt Brute Bone
You have a +2 bonus to Animal Handling checks while Your weapon deals an extra 1d4 bludgeoning damage.
you wear this armor. Kecha Ear
While holding this weapon, you can use an action to
Kecha Longbone speak the its command word, to conjure a pair of kecha
Well Rested. When you finish a long rest, you gain 5 wacha ears that cover your weapon. While your weapon
temporary hit points for 24 hours while attuned to this is covered it acts as a shield and cannot be used to
armor. attack, but retains all its abilities. You can speak the
Kecha Tail command word again, as a bonus action, to change
While wearing this armor, you grow a monkey like tail. cause the weapon to revert to its normal form.
You can use the tail to hold an object, or stow or Kecha Talon
retrieve an item from your bags. The tail can't attack, Spirit's Whim. The first time you mine or gather on a
activate magic items, or carry more than 10 pounds. expedition, you gain double the amount of ore or herbs
Kecha Ear you would normally receive.
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores. OTHER MATERIAL EFFECTS
Brute Bone
Rare armor upgrade material.

24

Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-10 Conga Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)

ARMOR MATERIAL EFFECTS


Conga Pelt
While wearing this armor you have a +1 bonus to
Constitution saving throws to maintain
concentration.

WEAPON MATERIAL EFFECTS


Sharp Claw
Your slashing weapon deals an extra 1 slashing
damage.

OTHER MATERIAL EFFECTS


Jumbo Bone
Uncommon armor upgrade material.

WEAPON MATERIAL EFFECTS


 Congalala Pelt
Challenge Rating 6 (Monk only) While you are attuned to this weapon, you
Carves/Capture 3 may spend one minute contemplating the patterns
Carve Chance Capture Chance Material Slots etched on this weapon's surface and regain 1 expended
ki point. Once you use this property, you cannot use it
1-4 1-4 Congalala Pelt (A,W) again until you finish a long rest.
5-10 ---- Congalala Claw (A,W) Congalala Claw
11-12 5-8 Congalala Fang (W) When you hit a creature with this weapon, it must make
a DC 12 Constitution saving throw. On a failed save the
13 9-10 Brute Bone (W,O) creature has disadvantage on concentration checks for
14-18 11-16 Territorial Dung (O) 1 minute. You can use this property three times,
regaining all expended uses when you finish a long rest.
19-20 17-20 Vibrant Pelt (A,W)
Congalala Fang
Load up. Your normal ammo capacity increases by 10
ARMOR MATERIAL EFFECTS while you are attuned to this weapon.
Congalala Pelt Brute Bone
When you attune to this armor, you gain proficiency Your weapon deals an extra 1d4 bludgeoning damage.
with either alchemy tools or tinker's tools. You can
change which tool you are proficient with daily at dawn. Vibrant Pelt
(Sorcerer and Wizard only) While attuned to this
Congalala Claw weapon you can cast the chromatic orb spell once a day,
Whenever you must succeed on a saving throw or be without the required the material components and
knocked prone, you do so with a +2 bonus. without expending a spell slot.
Vibrant Pelt
OTHER MATERIAL EFFECTS
Capture Novice. While attuned to this weapon tranq
Brute Bone
bombs and tranq ammo roll an extra 2d8 when they hit
Rare armor upgrade material.
a creature.
Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung
bomb that blinds a creature for 1 minute on hit.

25

Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-10 Blango Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)

ARMOR MATERIAL EFFECTS


Blango Pelt
You suffer no harm in temperature as cold as -20
degrees Fahrenheit while you wear this armor.

WEAPON MATERIAL EFFECTS


Sharp Claw
Your slashing weapon deals an extra 1 slashing
damage.

OTHER MATERIAL EFFECTS


Jumbo Bone
Uncommon armor upgrade material.

 Blangonga Tail


You ignore difficult terrain created by ice or snow while
Challenge Rating 9 you wear this armor.
Carves/Capture 3
Blangonga Fang
Carve Capture You have resistance to cold damage while you wear this
Chance Chance Material Slot armor.
1-5 1-7 Blangonga Pelt (A,W)
WEAPON MATERIAL EFFECTS
6-11 8 Territorial Dung (O) Blangonga Pelt
12-13 9-15 Blangonga Whisker (A,W) When you are in freezing temperatures, this weapon
sheds bright light in a 10-foot radius and dim light for
14-18 16-17 Blangonga Tail (A,W) an additional 10 feet.
19 18-20 Brute Bone (W,O) Blangonga Whisker
20 ----- Blangonga Fang (A,W) Your weapon deals an extra 1d4 cold damage.
Blangonga Tail
While you are attuned to this weapon you can draw it, to
ARMOR MATERIAL EFFECTS extinguish all nonmagical flames within 30 feet of you.
Blangonga Pelt This property can be used no more than once per hour.
Well Rested+. When you finish a long rest, you gain 10
temporary hit points for 24 hours while attuned to this Brute Bone
armor. Your weapon deals an extra 1d4 bludgeoning damage.
Blangonga Fang
Blangonga Whisker Your weapon deals an extra 1d6 cold damage.
While you are attuned to this armor, you can use a
bonus action to speak its command word to exhale ice
and snow at a target within 30 feet of you. The target OTHER MATERIAL EFFECTS
must make a DC 15 Dexterity saving throw, taking 4d6 Territorial Dung
cold damage on a failed save, or half as much damage A material that replaces dung for crafting dung bombs.
on a successful one. When used in this way, it becomes a territorial dung
bomb that blinds a creature for 1 minute on hit.
Once used, this property cannot be used again until you
finish a long rest. Brute Bone
Rare armor upgrade material.

26
 Rajang Blackfur
Your weapon deals an extra 1d6 lightning damage.
Challenge Rating 15
Carves/Capture 3 Rajang Tail
(Spellcaster only) This weapon has 7 runes. While
Carve Chance Capture Chance Material Slots holding it, you can use an action to expend 1 or more of
1-8 1-5 Rajang Fang (A,W) its runes to cast the lightning bolt spell (save DC 15)
from it. For 1 rune, you cast the 3rd-level version of the
9-13 6-13 Rajang Blackfur (A,W) spell. You can increase the spell slot level by one for
each additional charge you expend.
---- 14-15 Rajang Tail (A,W)
This weapon regains 1d6 + 1 expended runes daily at
14-17 16-18 Rajang Claw (A,W) dawn. If you expend the weapon's last charge, roll a d20.
18 ---- Rajang Horn (A,W) On a 1, the runes cannot recharge for a week.
19-20 19-20 Gold Rajang Pelt (A,W) Rajang Claw
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
ARMOR MATERIAL EFFECTS Rajang Horn
Rajang Fang Your weapon gains the following properties. When one
You have advantage on Insight checks while you wear of these properties is used, it can't be used again until
this armor. the next dawn.
Rajang Blackfur Lightning. When you hit with a melee attack using the
You suffer no harm in temperature as cold as -20 weapon, you can cause the target to take an extra 2d6
degrees Fahrenheit while you wear this armor. lightning damage.
Thunder. When you hit with a melee attack using the
Rajang Tail
weapon, you can cause the weapon to emit a crack of
Imperial Wrath. You have advantage on intimidation
thunder, audible out to 300 feet. The target you hit
checks when interacting with nobles while you wear this
must succeed on a DC 17 Constitution saving throw
armor.
or become stunned until the end of your next turn.
Rajang Claw Lightning Strike. You can use an action to cause a bolt
When you must succeed on a saving throw or be of lightning to leap from the weapon's tip in a line
knocked prone, you do so with advantage. that is 5 feet wide and 120 feet long. Each creature in
that line must make a DC 17 Dexterity saving throw,
Rajang Horn
taking 9d6 lightning damage on a failed save, or half
You have resistance to thunder damage while you wear
as much damage on a successful one.
this armor.
Thunderclap. You can use an action to cause the
Gold Rajang Pelt weapon to issue a deafening thunderclap, audible out
You have immunity to thunder damage while you wear to 600 feet. Each creature within 60 feet of you (not
this armor. including you) must make a DC 17 Constitution
saving throw. On a failed save, a creature takes 2d6
WEAPON MATERIAL EFFECTS thunder damage and becomes deafened for 1 minute.
Rajang Fang On a successful save, a creature takes half damage
(Insect Glaive only.) As an action you can hurl this and isn't deafened.
weapon and speak this weapon's command word, it Thunder and Lightning. You can use an action to use
transforms into a bolt of lightning, forming a line 5 feet the Lightning Strike and Thunderclap properties at
wide that extends out from you to a target within 120 the same time. Doing so doesn't expend the daily use
feet. Each creature in the line excluding you and the of those properties, only the use of this one.
target must make a DC 16 Dexterity saving throw,
taking 4d6 lightning damage on a failed save, and half as
Gold Rajang Pelt
much damage on a successful one. The lightning bolt
Your weapon deals an extra 1d8 lightning damage.
turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a
hit, the target takes damage from the javelin plus 4d6
lightning damage. Once used, this property can't be
used again until the next dawn.

27
 Gammoth Scalp
You have immunity to cold damage while you wear this
Challenge Rating 16 armor.
Carves/Capture 3
Carve Chance Capture Chance Material Slots WEAPON MATERIAL EFFECTS
Gammoth Pelt
1-6 1-3 Gammoth Pelt (A,W) Whilte you are attuned to this weapon you can speak it
7-11 4-10 Gammoth Shell (A,W) command word to shroud it in ice. When touched to an
object it will slowly cover it in a thin sheet of ice. A
12-14 11-15 Gammoth Redfur (A,W) creature takes 1 cold damage every minute this weapon
15-17 19-20 Trunkspine (A,W) is touching their skin.

18-19 16-18 Gammoth Fang (A,W) Gammoth Shell


Your weapon deal an extra 1d6 cold damage.
20 19-20 Gammoth Scalp (A,W)
Gammoth Redfur
When you cast a spell that deals cold damage, you gain a
ARMOR MATERIAL EFFECTS +3 bonus to its spell attack roll and you ignore half
Gammoth Pelt cover when making a spell attack.
While you wear this armor, you can tolerate Trunkspine
temperatures as low as -50 degrees Fahrenheit without While attuned to this weapon you can use an action to
any additional protection. If you wear heavy clothes, you speak its command word to exhale shards of ice in a 30-
can tolerate temperatures as low as -100 degrees foot cone. Each creature in that area must make a DC
Fahrenheit. 17 Dexterity saving throw, taking 5d6 cold damage on a
failed save, or half as much damage on a successful one.
Gammoth Shell
You ignore difficult terrain created by ice or snow while Once used, this property cannot be used again until you
you wear this armor. finish a long rest.
Gammoth Redfur Gammoth Fang
You have resistance to cold damage while you wear this (Druid, Sorcerer, Warlock, and Wizard only) This weapon
armor. has 10 runes. While holding it, you can use an action to
expend 1 or more of its runes to cast one of the
Trunkspine following spells from it, using your spell save DC: Cone
Botanist+. When you successfully gather a plant of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4
resource, you gather an extra 1d4 more. charges), or Wall of Ice (4 charges).
Gammoth Fang This weapon regains 1d6 + 4 expended runes daily at
While you are attuned to this armor, you can make dawn. If you expend the weapon's last charge, roll a d20.
Intelligence (History) checks as a bonus action. On a 1, the runes cannot recharge for a week.
Gammoth Scalp
Your weapon deal an extra 1d8 cold damage.

 

ARMOR MATERIAL EFFECTS


 Velvety Hide
Challenge Rating 1/2 You can set pitfall traps or shock traps as a bonus action
Carves 1 while you wear this armor.
Carve Chance Material Slots
1-13 Giggi Stinger (W) WEAPON MATERIAL EFFECTS
Giggi Stinger
14-17 Velvety Hide (A) When you hit a creature with this weapon, they must
succeed on a DC 10 Constitution saving throw or
18-20 Monster Fluid (O) become poisoned until the end of their next turn.

OTHER MATERIAL EFFECTS


Monster Fluid
Uncommon or rare upgrade material that can be used
for weapons or armor.

28
 
Challenge Rating 10 Challenge Rating 6
Carves/Capture 3 Carves/Capture 3
Carve Capture Carve Capture
Chance Chance Material Slots Chance Chance Material Slots
1-7 1-3 Gigginox Hide (A,W) 1-9 1-5 Basarios Shell (A,W)
8-11 4-10 Uncanny Hide (A,W) 10-13 6-11 B.Poison Sac (A,W,O)
12-13 11-15 Gigginox Talon (A,W) 14-18 12-18 Machalite Ore (O)
14-15 16-18 Fearsome Maw (A,W) 19 19 Basarios Wing (A,W)
16-20 19-20 Foul Venom Gland (A,W) 20 20 Basarios Carapace (A,W)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Gigginox Hide Basarios Shell
(Clerics, Druids, Paladins, or Rangers.) While attuned You have advantage on stealth checks made to hide
to this armor, you can cast the protection from in rocky terrain while you wear this armor.
poison spell once a day, without expending a spell
slot or having it prepared. B.Poison Sac
While you are wearing this armor, you can use your
Uncanny Hide reaction or bonus action to gain resistance to poison
You have advantage on saving throws against the damage until the end of your next turn. Once you
poison while you wear this armor. use this property, you cannot use it again until you
finish a long rest.
Gigginox Talon
You have a climbing speed equal to your walking Basarios Wing
speed while you wear this armor. Whenever you make a saving throw against the
unconscious condition or other sleep-like effects,
Fearsome Maw
you do so with a +2 bonus.
While wearing this armor, you can breathe normally
in any Environment, and you have advantage on Basarios Carapace
saving throws made against harmful gases and Guts. When you are reduced to 0 hit points but not
vapors (such as cloudkill and stinking cloud effects, killed outright, you can drop to 1 hit point instead.
inhaled poisons, and the breath weapons of some Once you use this property, you can’t use it again for
dragons). 2 days.
Foul Venom Gland
You have advantage on saving throws against the WEAPON MATERIAL EFFECTS
poisoned condition while you wear this armor. Basarios Shell
Stamina Drain. When you hit a creature with this
weapon, its speed is reduced by 5 feet until the start
WEAPON MATERIAL EFFECTS
of your next turn.
Gigginox Hide
Abnormal Status Atk up (S). Whenever you inflict a Poison Sac
condition on a creature or object that has a duration When you cast a spell that deals poison damage, add
of 1 minute or longer, the maximum duration of the 1/2 of your proficiency bonus to that damage.
condition is increased by 6 seconds.
Basarios Wing
Uncanny Hide This weapon has 3 runes and regains all expended
While you wear this armor, you can move up, down, runes daily at dawn. Once per turn, when you hit a
and across vertical surfaces and upside down along creature with this weapon, you may expend a rune to
ceilings, while leaving your hands free. gain +2 AC until the end of your next turn.
Gigginox Talon Basarios Carapace
Your weapon deals an extra 1d6 slashing damage. Your bludgeoning weapon deals an extra 1d4
bludgeoning damage.
Fearsome Maw
You can use an action to speak the command word
and regain one expended spell slot of up to 3rd level. OTHER MATERIAL EFFECTS
Once you have used this effect, it can't be used B.Poison Sac
again until the next dawn. You can make a DC 14 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
Foul Venom Gland On a success you create a vial of serpent venom
Your weapon deals an extra 1d6 poison damage. (DMG p. 258). On a fail, the material is destroyed.
Machalite Ore
Item found in (AGtMH p.32)

29
 Gravios Medulla
You have resistance to fire damage while you wear this
Challenge Rating 14 armor.
Carves/Capture 4
Gravios Gem
Carve Capture You have a +1 bonus to your AC while you wear this
Chance Chance Material Slots armor.
1-6 1-4 Gravios Carapace (A,W) Firecell Stone
Shield. While you are attuned to this armor and you use
7-8 5-8 Gravios Shell (A,W)
a reaction that would increase your AC, you gain an
9 9-12 Inferno Sac (A,W) additional +1 bonus to your AC until the start of your
next turn.
10 13-14 G.Sleep Sac (A,W,O)
11 15-18 Gravios Scalp (A,W) WEAPON MATERIAL EFFECTS
Gravios Carapace
12-17 19 Gravios Wing (A,W) Partbreaker+1. You deal an extra 1d6 damage when you
18 ---- Gravios Medulla (A) critically hit with this weapon.
19 ---- Gravios Gem (A,W) Gravios Shell
Barbarian only. After you make a weapon attack while
20 20 Firecell Stone (A,W) 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 that is
ARMOR MATERIAL EFFECTS
within range of this weapon. You can this property once
Gravios Carapace
per turn.
Fortitude. You have advantage on survival skills to track,
forage, or travel while you are attuned to this armor. Inferno Sac
Your weapon deals an extra 1d8 fire damage.
Gravios Shell
While you are attuned to this armor, you can use an G.Sleep Sac
action to speak its command word and summon a When you cast the sleep spell while holding this
campfire with blue flames. The fire burns for 24 hours, weapon, you double the amount of dice rolled.
until it is extinguished, or until you summon another fire Gravios Scalp
in this way. (Paladin only) Whenever you restore a creature's hit
Inferno Sac points with your Lay on Hands feature, it gains
(Cleric, Druid, Ranger, Sorcerer, and Wizard only) While temporary hit points equal to the amount healed until
attuned to this weapon you can use an action to cast the the start of your next turn.
protection from energy (fire only) spell from it three Gravios Wing
times per day, without expending a spell slot. When you hit a Huge or smaller creature with this
G.Sleep Sac weapon, it must succeed on a DC 15 Strength check or
While you wear this armor, you can use an action to be pushed back 5 feet.
releases sleeping gas in a 10-foot radius around you. Gravios Gem
Each creature in that area must make a DC 13 (Light Bowgun and Heavy Bowgun only) Load up+.
Constitution saving throw or they fall unconscious for 1 While attuned to this weapon, you increase the
minute, until the sleeper takes damage, or until maximum capacity for all of your ammo by 2.
someone uses an action to shake or slap the sleeper
awake. Once you use this property, you cannot use it Firecell Stone
again until you finish a long rest. While you are attuned to this weapon, you can use an
action to gain the same benefits as a potion of fire
Gravios Scalp giants strength for 10 minutes. Once you use this
When you regain hit points from a spell while attuned to property, you cannot use it again for 1 week.
this armor, increase the regained amount by half your
cleric or paladin level. OTHER MATERIAL EFFECTS
Gravios Wing G.Sleep Sac
While you're wearing this armor, any critical hit against A Material that replaces the sleep herb when crafting
you becomes a normal hit. tranq bombs or tranq ammo.

30
 Seregios Scraper
Constitution. The duration from slowing effects, such as
Challenge Rating 7 the slow spell or a copper dragon's breath attack, are
Carves/Capture 3 reduced by half while you wear this armor.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Seregios Slavescale
1-6 1-2 Seregios Slavescale (A,W) As an action, you can try to cast a cantrip that you don't
7-10 3-8 Seregios Airblade (A,W) know from the warlock spell list. When you do, you
must succeed on a DC 10 Intelligence (Arcana) check.
11-12 9-12 Seregios Carver (A,W) On a successful check, you cast the cantrip. Once you
13-17 13-14 Seregios Impaler (A,W) use this property, you can't use this property again until
you finish a long rest.
18-19 15-19 Seregios Scraper (A,W)
Seregios Airblade
20 20 Seregios Dissenter (W) While attuned to this weapon, you can conjure a finely
crafted halfling dagger, this dagger can whittle one small
object once per day without the use of it’s master.
ARMOR MATERIAL EFFECTS
Seregios Slavescale Seregios Carver
While you are attuned to this armor, you can conjure a While attuned to this weapon, you can use an action to
magical comb as an action. Running this comb through conjure a coin from thin air, this bronze coin always
your hair allows you to change the length, color, lands on tails.
curliness, and style of your hair. After running the comb Seregios Impaler
through your hair, your hair is also cleaned and has a When you hit a creature with this weapon, it must
pleasant fragrance. succeed on a DC 12 Constitution saving throw or lose
1d4 hit points at the start of each of its turns due to an
Seregios Airblade open wound. Any creature can take an action to stanch
While you are attuned to this armor, you can cast the the wound with a successful DC 12 Wisdom (Medicine)
blade ward spell from it as a bonus action. Once you use check. The wound also closes if the target receives
this property, you can't use it again until you finish a magical healing.
long rest.
Seregios Scraper
Seregios Carver Your weapon deals an extra 1d4 slashing damage.
(requires Shield) While attuned to this armor, the front
of your shield is shaped in the likeness of a face. While Seregios Dissenter
bearing the shield, you can use a bonus action to alter Critical Draw. During the first round of combat, you
the face's expression. critically strike if you roll a 17 or higher on your attack
roll if you attack with this weapon.
Seregios Impaler
While you wear this armor, any creature that hits you
with a melee weapon, an unarmed strike, or a natural
melee weapon takes 1d4 piercing damage.

31
 WEAPON MATERIAL EFFECTS
Challenge Rating 7 Paolumu Scale
Carves/Capture 3 You gain a +1 bonus to Dexterity saving throws while
attuned to this weapon.
Carve Chance Capture Chance Material Slots
Paolumu Shell
1-5 1-5 Paolumu Scale (A,W)
While you are attuned to this weapon, you can use an
6-8 6-8 Paolumu Shell (A,W) action to speak its command word and exhale a blast of
strong wind in a 45-foot line that is 5 feet wide. Each
9-11 9-12 Nourishing Extract (O) creature in that line must succeed on a DC 14 Dexterity
12-15 13-16 Paolumu Pelt (A,W) saving throw, taking 3d6 thunder damage and be
knocked prone on a failed save or half as much on a
16-19 17-19 Paolumu Webbing (A,W) successful one and is not knocked prone.
20 20 Lumu Gem (A,W) Once used, this property cannot be used again until you
finish a long rest.
ARMOR MATERIAL EFFECTS Paolumu Pelt
Paolumu Scale While flying, you can take the dodge action as a bonus
While you are wearing this armor, you can use your action while you holding this weapon.
reaction or bonus action to gain resistance to cold Paolumu Webbing
damage until the end of your next turn. You can use this Master Mounter. You have advantage on Strength
property twice, regaining all uses when you finish a long (Athletic) checks when attempting to Climb Onto a
rest. Bigger Creature (DMG p.271) while you are attuned to
this weapon.
Paolumu Shell
You have a +2 bonus to Acrobatic checks while you Lumu Gem
wear this armor. (Gunlance only) Artillery+. While attuned to this
weapon, your wyvernfire can now be used twice per
Paolumu Pelt long rest and you can add your Strength modifier to the
Stamina Surge+1. While wearing this armor, you can use damage of your shell attacks.
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 2 levels of exhaustion when the spell ends. OTHER MATERIAL EFFECTS
Nourishing Extract
Paolumu Webbing A material that replaces the catalyst for crafting
Windproof. Spells you cast such as fog cloud, can no demondrug or armorskin potions. It can also be used in
longer be dispersed by wind, magical or otherwise while place of mega nutrients when crafting max potions or
you wear this armor. ancient potions.
Lumu Gem
While you are attuned to this armor, you can cast the
enlarge spell from it. Once you use this property, you
can't use it again until you finish a long rest.

32
  Nightshade Paolumu Fellwing
Wide-Range. When you use Herbs, Antidotes, Cool
Challenge Rating 12 Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all
Carves/Capture 3 other creatures within a 10-foot radius of you gain its
Carve Capture effect.
Chance Chance Material Slots Nightshade Gem
1-5 1-4 Nightshade Paolumu Thickfur (A,W) While you are attuned to this armor, you can cast the
enlarge spell from it. You can use this property twice,
6-11 5-8 Nightshade Paolumu Shard (A,W) regaining all expended uses when you finish a long rest.
---- 9-12 Torpor Sac (O)
WEAPON MATERIAL EFFECTS
12-15 13-16 Paolumu Cortex (A,W) Nightshade Paolumu Thickfur
You can read books you are touching while sleeping.
16-19 17-19 Nightshade Paolumu Fellwing (A,W)
20 20 Nightshade Gem (A,W) Nightshade Paolumu Shard
Your weapon deals an extra 1d6 bludgeoning damage.
Torpor Sac
ARMOR MATERIAL EFFECTS (Spellcaster Only) You know the sleep spell while you
Nightshade Paolumu Thickfur wear this armor. If you prepare spells, you always have it
While in dim light or darkness, you can take the hide prepared, and it doesn't count against the number of
action as a bonus action. spells you can prepare each day. If this spell is not on
your class list, the spell is nonetheless a class spell for
Nightshade Paolumu Shard you.
You have a +3 bonus to Acrobatic checks while you
wear this armor. Paolumu Cortex
This weapon warns you of danger. While the weapon is
Torpor Sac on your person, it magically awakens you and your
Whenever you make a saving throw against the companions within a 30-foot range if any of you are
unconscious condition or other sleep-like effects, you sleeping naturally when combat begins.
do so with advantage.
Nightshade Paolumu Fellwing
Paolumu Cortex Weakness Exploit. Your weapon deals max damage to a
You have resistance to thunder damage while you wear creature that is vulnerable to this weapons damage type.
this armor.
Nightshade Gem
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.

33
 Electroscale
You have resistance to lightning damage, while you wear
Challenge Rating 9 this armor.
Carves/Capture 3
Astalos Plate
Carve Chance Capture Chance Material Slots You have advantage on saving throws against being
1-5 1-3 Astalos Scale (A,W) stunned while you wear this armor.

6-8 4-7 Astalos Shell (A,W) WEAPON MATERIAL EFFECTS


9-10 8-12 Astalos Membrane (A,W) Astalos Scale
While holding this weapon, you can use an action to
11-14 13-15 Astalos Scissortail (A,W) shoot a harmless spark of lightning into the air. In the
open, this flare is visible for up to 1 mile.
15-17 16-17 Astalos Wingtalon (A,W)
18-19 18-19 Electroscale (A,W) Astalos Shell
When you raise your weapon to the sky, you can speak
20 20 Astalos Plate (A,W) its command word to call down a bolt of lightning
directly behind you. You have advantage on intimidation
checks for 1 minute against any creature who witnessed
ARMOR MATERIAL EFFECTS it.
Astalos Scale
While you are wearing this armor, you can use your Astalos Membrane
reaction or bonus action to gain resistance to necrotic When you cast a spell that deals lightning or thunder
damage until the end of your next turn. You can use this damage, you gain a +1 bonus to its spell attack roll.
property twice, regaining all uses when you finish a long Astalos Scissortail
rest. (Cleric and Paladin only) While you are attuned to this
weapon, whenever you use a spell of 1st-level or higher
Astalos Shell to restore hit points to a creature, the creature regains
You have a +3 bonus to Acrobatic checks while you additional hit points equal to the spell’s level.
wear this armor.
Astalos Wingtalon
Astalos Membrane (Druids only) While attuned to this weapon, you can use
Marathon Runner. While wearing this armor, your an action to cast the Call Lightning spell from it once a
walking speed increases by 5 feet. day, without expending a spell slot.
Astalos Scissortail Electroscale
While you are attuned to this armor, lightning arcs Your weapon deals an extra 1d6 lightning damage.
across it, creating bright light in a 10-foot radius and
dim light for an additional 5 feet. Astalos Plate
Chain Crit. Every consecutive hit on a creature increases
Astalos Wingtalon your crit range by 1 until you score a critical hit, miss an
Stam Recov. When you take a long rest, you reduce your attack, or hit a different creature.
exhaustion by 2 levels instead of 1.

34
 Rath Wingtalon
Stamina Surge+1. While wearing this armor, you can use
Challenge Rating 8 an action to cast the haste spell from it once per day,
Carves/Capture 3 but can target only yourself when you do so and you
Carve Capture gain 2 levels of exhaustion when the spell ends.
Chance Chance Material Slots Rathian Plate
1-4 1-4 Rathian Scale (A,W) You are immune to the poisoned condition while you
wear this armor.
5 5-7 Flame Sac (A,W)
Rathian Ruby
6-8 8-13 Rathian Carapace (A) You have resistance to poison damage while you wear
this armor.
9 14-15 Rathian Webbing (A)
10 ---- Rathian Spike (A,W) WEAPON MATERIAL EFFECTS
Rathian Scale
11 16-17 Rathian Tail (A,W,O) If you coat this weapon with poison, the poisons save
12-18 18 Rath Wingtalon (A,W) DC is increased by 2.
19 19 Rathian Plate (A,W) Flame Sac
When you cast a spell that deals fire damage, it deals an
20 20 Rathian Ruby (A,W) extra 1d4 fire damage.
Rathian Spike
ARMOR MATERIAL EFFECTS While holding this weapon, you can use an action to
Rathian Scale cause thick, black poison to coat it. The poison remains
While you are wearing this armor, you can use your for 1 minute or until an attack using this weapon hits a
reaction or bonus action to gain resistance to poison creature. That creature must succeed on a DC 15
damage until the end of your next turn. You can use this Constitution saving throw or take 2d10 poison damage
property twice, regaining all uses when you finish a long and become poisoned for 1 minute. This weapon can't
rest. be used this way again until the next dawn.
Flame Sac Rathian Tail
While you are attuned to this armor, you can use a Your weapon deals an extra 1d4 poison damage.
bonus action to speak its command word and exhale Rath Wingtalon
fire at a target within 15 feet of you. The target must When you attune to this weapon, a ring manifests on
make a DC 15 Dexterity saving throw, taking 3d6 fire one of your fingers. While you wear it, you can use an
damage on a failed save, or half as much damage on a action to fire a slender wooden dart from the ring at a
successful one. target within 20 feet of you. Make a ranged weapon
Once used, this property cannot be used again until you attack; you have proficiency in the ring. On a hit, the
finish a long rest. target takes 1 point of piercing damage, and must
succeed on a DC 13 Constitution save or be poisoned
Rathian Carapace for 24 hours. It can repeat the save every 4 hours; if it
You have advantage on checks when attempting to succeeds three times, the effect ends, but if it fails three
identify poisons while attuned to this armor. times, it dies.
Rathian Webbing Rathian Plate
You have advantage on saving throws against the When you cast a spell that deals poison damage, you
poisoned condition while you wear this armor. increase its spell save DC by 1.
Rathian Spike Rathian Ruby
When you cast a spell that deals acid or poison damage, While you hold your weapon, you gain +1 bonus to spell
you gain a +1 bonus to its spell attack roll. attack rolls and you ignore half cover when making a
Rathian Tail spell attack.
While you wear this armor, you gain 2 additional hit
points whenever you regain hit points by magical or OTHER MATERIAL EFFECTS
non-magical means, except when spending hit dice. Rathian Tail
Rare armor or weapon upgrade material.

35
 Rathalos Marrow
You suffer no harm from temperatures as warm as 120
Challenge Rating 10 degrees Fahrenheit while you wear this armor.
Carves/Capture 3
Rathalos Wing
Carve Chance Capture Chance Material Slots While you are attuned to this armor, you can cast the fly
1-4 1-4 Rathalos Scale (A) spell once per day.
Rathalos Plate
5-6 ---- R.Inferno Sac (A,W)
You have resistance to fire damage while you wear this
7-10 5-10 Rathalos Carapace (A) armor.
---- 11-13 Rathalos Webbing (A) Rathalos Ruby
You have immunity to fire damage while you wear this
11 14-15 Rathalos Marrow (A,W) armor.
12-16 16-17 Rathalos Tail (W,O)
WEAPON MATERIAL EFFECTS
17-18 ---- Rathalos Wing (A) R. Inferno Sac
19 18-19 Rathalos Plate (A,W) Your weapon deals an extra 1d6 fire damage.
20 20 Rathalos Ruby (A,W) Rathalos Marrow
You can use a bonus action to speak this weapon's
command word, causing flames to erupt from the
ARMOR MATERIAL EFFECTS weapon. These flames shed bright light in a 40-foot
Rathalos Scale radius and dim light for an additional 40 feet.
Detect+. You gain a +2 bonus to your passive
Rathalos Tail
Perception while you wear this armor.
When you hit a creature with this weapon, they must
R.Inferno Sac make a DC 12 Wisdom saving throw or become
While you are attuned to this armor, you can use a frightened of you for 1 minute. They may repeat the
bonus action to speak its command word and exhale save at the end of each of their turns, ending the effect
fire at a target within 30 feet of you. The target must on a success. On a successful save, the target is
make a DC 16 Dexterity saving throw, taking 4d6 fire immune to this effect for 24 hours.
damage on a failed save, or half as much damage on a Rathalos Plate
successful one. Critical Eye. Your weapon attacks critical hit range is
Once used, this property cannot be used again until you increased by 1
finish a long rest. Rathalos Ruby
Rathalos Carapace Your weapon deals an extra 1d8 fire damage.
You have a +1 bonus to your AC while you wear this
armor. OTHER MATERIAL EFFECTS
Rathalos Tail
Rathalos Webbing Very rare armor or weapon upgrade material.
When you must succeed on a saving throw or be
knocked prone, you do so with advantage.

36
 Pale Bone
You have resistance to thunder damage while you wear
Challenge Rating 10 this armor.
Carves/Capture 3
Carve Chance Capture Chance Material Slots WEAPON MATERIAL EFFECTS
Flabby Hide
1-9 1-6 Flabby Hide (A,W) As an action you shroud your body in electricity for 1
10-16 7-14 Pale Extract (A,W,O) minute. Any creature that ends its turn within 5 feet of
you takes 1d4 lightning damage. Once you use this
17-19 15-18 Electro Sac (A,W) property you can't use it again until you finish a short or
20 19-20 Pale Bone (A,W) long rest.
Pale Extract
While you are holding this weapon, you can use an
ARMOR MATERIAL EFFECTS action you can release a jolt of electricity in a 5-foot
Flabby Hide radius around you. Each creature in that area must
While you wear this armor, you gain 2 additional hit succeed on a DC 13 Constitution saving throw or be
points whenever you regain hit points by magical or incapacitated and has its movement speed is reduced to
non-magical means, except when spending hit dice. 0 until the end of its next turn. You can use this
Pale Extract property a number of times equal to 1/2 your
Recovery Level. Whenever you suffer an effect that deals Constitution modifier (minimum of 1), regaining all
damage to you at the start of your turn your armor flash expended uses when you finish a long rest.
white and ends the effect. This could include such Electro Sac
effect as a bleeding wound, acid or poison that Your weapon deals an extra 1d6 lightning damage.
continues to damage you over time, being set on fire,
etc. They have no effect on environmental effects, Pale Bone
damage that you take from being in a given location or While you are attuned to this weapon you can use an
spell's area of effect or similar damage sources. action to create a thunderous sound in a 20-foot cone
in front of you. Each creature in that area must succeed
Electro Sac on a DC 15 Constitution saving throw, or be stunned
While wearing this armor, your walking speed becomes until the end of their next turn. On a successful save,
30 feet, unless your walking speed is higher, and your the creature is deafened until the end of their next turn.
speed isn't reduced if you are encumbered or wearing Once you use this property, you cannot use it again until
heavy armor. In addition, you can jump three times the you finish a long rest.
normal distance, though you can't jump farther than
your remaining movement would allow. OTHER MATERIAL EFFECTS
Pale Extract
A material used for crafting Mega Demondrug & Mega
Armorskin.

37
 Nargacuga Tail
While you wear this armor, your walking speed becomes
Challenge Rating 11 30 feet, unless your walking speed is higher, and your
Carves/Capture 3 speed isn't reduced if you are encumbered or wearing
Carve Capture heavy armor. In addition, you can jump three times the
Chance Chance Material Slots normal distance, though you can't jump farther than
your remaining movement would allow.
1-7 1-4 Nargacuga Scale (A,W)
Nargacuga Tailspike
8-11 5-11 Nargacuga Pelt (A) Evade Window. This armor has 3 runes, and it regains
1d3 expended runes daily at dawn. When you fail a
12-13 12-15 Nargacuga Fang (W) Dexterity saving throw while wearing it, you can use
14-15 ---- Nargacuga Razor (A,W) your reaction to expend 1 of its runes to succeed on
that saving throw instead.
16 16-17 Narga Medulla (A,W)
17-19 18-20 Nargacuga Tail (A,W) WEAPON MATERIAL EFFECTS
Nargacuga Scale
20 ---- Nargacuga Tailspike (A,W) Your weapon deals an extra 1d6 slashing damage.
Nargacuga Fang
ARMOR MATERIAL EFFECTS While you are attuned to this armor, your ammo pouch
Nargacuga Scale can hold double the amount of pierce ammo and cluster
While in dim light or darkness, you can take the hide ammo it can normally hold.
action as a bonus action.
Nargacuga Razor
Nargacuga Pelt Abnormal Status Atk up (M). Whenever you inflict a
While you wear this armor, your eye's glow red at night, condition on a creature or object that has a duration of
much like the nargacuga's. You gain darkvision out to 1 minute or longer, the maximum duration of the
60 feet. if you already have darkvision, it is increased by condition is increased by 12 seconds.
an additional 60 feet. Narga Medulla
Nargacuga Razor Quick Load. You can reload as a free action while you
While you wear this armor, being in a lightly obscured wear this armor.
area doesn’t impose disadvantage on your Wisdom Nargacuga Tail
(Perception) checks if you can both see and hear. Status Pursuit. You have advantage on opportunity
Narga Medulla attacks and creatures within your reach provoke
You have advantage on Dexterity (Stealth) checks while opportunity attacks even if they took the Disengage
you wear this armor. action, if the creature is afflicted with a Condition.
Nargacuga Tailspike
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

38
  Silverwind Tail
While wearing this armor you are shrouded in shadows
Challenge Rating 19 causing any creature to have disadvantage on attack
Carves/Captures 3 rolls against you. If you take damage, the property
Carve Capture ceases to function until the start of your next turn. This
Chance Chance Carve Name Slots property is suppressed while you are incapacitated,
restrained, or otherwise unable to move.
1-7 1-4 Silverwind Scale (A,W)
Silverwind Tailspike
8-11 5-11 Silverwind Blackfur (A,W) Silverwind X. While wearing this armor, you have
advantage on Dexterity saving throws and Dexterity
12-13 12-15 Silverwind Fang (W) (Stealth) checks made to hide.
14-15 ----- Silverwind Razor (A,W)
WEAPON MATERIAL EFFECTS
16 16-17 Silverwind Medulla (A,W)
Silverwind Scale
17-19 18-20 Silverwind Tail (A,W) Your weapon deals an extra 1d6 slashing damage.
20 ---- Silverwind Tailspike (A,W) Silverwind Fang
(Spellcaster only) While you are attuned to this weapon,
you can use an action to cast the melf's minute meteors
ARMOR MATERIAL EFFECTS spell at 4th level, but the meteors take the form or
Silverwind Scale nargacuga spikes and deal piercing damage instead of
While you are wearing this armor you have darkvision fire. Once you use this property, you can't use it again
out to 60 feet. If you already have darkvision, its range until you finish a long rest.
extends by an additional 60 feet.
Silverwind Razor
Silverwind Pelt Your weapon deals an extra 1d8 slashing damage.
While you are attuned to this armor, you have Silverwind Medulla
proficiency in stealth, if you are already proficient then While you hold your weapon, you gain +2 bonus to spell
you gain expertise in stealth. While in dim light or attack rolls and you ignore half cover when making a
Darkness, you can take the Hide action as a Bonus spell attack.
Action.
Silverwind Tail
Silverwind Razor Critical Eye. Your weapon attacks critical hit range is
Evade Dist. While wearing this armor, you have increased by 2.
advantage on Dexterity saving throws.
Silverwind Tailspike
Silverwind Medulla Critical Boost. You roll one additional weapon damage
While you are attuned to this armor, Wisdom die when determining the extra damage for a critical hit
(Perception) checks made to see you have disadvantage with a weapon attack.
and you have advantage on Dexterity (Stealth) checks
made to hide.

39
 Blos Gem
You have a +1 bonus to your AC while you wear this
Challenge Rating 12 armor.
Carves/Capture 4
Monoblos Heart
Carve Capture Adrenaline. The first time you drop below half of your
Chance Chance Material Slots hit points maximum in combat. You gain a rush of
1-8 1-7 Monoblos Carapace (A,W) Adrenaline. On your next turn your movement speed
doubles and you can take one extra action.
9-11 8-11 Monoblos Thoracic (A,W)
12-16 12-17 Scarlet Finehorn (A,W) WEAPON MATERIAL EFFECTS
Monoblos Carapace
17-8 18-19 Blos Medulla (A,W) While you are attuned to this weapon, you can perform
the somatic components of spells even when you have
19 ----- Blos Gem (A,W)
weapons or a shield in one or both hands.
20 20 Monoblos Heart (A,W)
Monoblos Thoracic
Whenever you have advantage on a melee attack roll
ARMOR MATERIAL EFFECTS with this weapon and hit, you can knock the target
Monoblos Carapace prone if the lower of the two d20 rolls would also hit
Botanist+. When you successfully gather a plant the target.
resource, you gather an extra 1d4 more. Scarlet Finehorn
Your weapon deals an extra 1d6 piercing damage.
Monoblos Thoracic
You have resistance to cold damage while you wear this Blos Medulla
armor. Charger. When you use your action to Dash, you can use
a bonus action to shove a creature.
Scarlet Finehorn
While you're wearing this armor, any critical hit against Blos Gem
you becomes a normal hit. (Light Bowgun and Heavy Bowgun only) Load up+.
While attuned to this weapon, you increase the
Blos Medulla maximum capacity for all of your ammo by 2.
Alert. You can’t be surprised while you are conscious.
Monoblos Heart
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

40
 Majestic Horn
Heroics. While below 25% of your maximum hit points
Challenge Rating 18 your weapon attacks deal 1d4 extra damage and you
Carves/Capture 4 have resistance to all damage except psychic damage.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Diablos Carapace
1-6 1-3 Diablos Carapace (A,W) KO. When a creature must succeed on a saving throw or
7-9 4-5 Diablos Fang (x3 if capture) (A,W) become stunned by the effect of one of your weapon
attacks, they make the save with disadvantage.
10 6-11 Diablos Shell (A,W)
Diablos Fang
11 12-13 Diablos Ridge (A,W) Your weapon deals an extra 1d8 piercing damage.
12-16 14-16 Diablos Tailcase (A,W) Diablos Shell
16 17-18 Diablos Marrow (A,W) While attuned to this weapon, you can use an action to
say its command and let out a violent roar. Each creature
---- 19 Blos Medulla (A,W) in a 15-foot radius around you must make a DC 17
Constitution saving throw. On a fail the creature takes
17-18 ---- Twisted Horn (A,W)
5d6 thunder damage and is deafened for 1 minute. On a
19 ---- Majestic Horn (A,W) successful save, the creature takes half damage and is
not deafened. Once you use this property, you can't use
20 20 Diablos Stone (O) it again until you finish a long rest.
Diablos Ridge
ARMOR MATERIAL EFFECTS Earplugs. While you are attuned to this weapon, you can
Diablos Carapace use a bonus action to conjure two earplugs in the shape
Tremor-Proof. You cannot be knocked prone while you of your choice. While using these earplugs, you are
wear this armor. considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Diablos Fang
While you wear this armor, if an effect moves you Diablos Tailcase
against your will along the ground, you can use your Quick Load. You can reload as a free action while you
reaction to reduce the distance you are moved by up to wear this armor.
10 feet. Diablos Marrow
Diablos Shell Stamina Thief. Once per turn when you hit a creature
You gain a burrowing speed of 20 feet while you wear with this weapon, it must make a DC 10 Constitution
this armor. saving throw or gain one level of exhaustion. A creature
cannot gain more than 2 levels of exhaustion from this
Diablos Ridge weapon's property.
Wind Resistance. You have resistance to thunder
damage and you suffer no ill effects from strong winds Blos Medulla
(DMG p.110) while you wear this armor. Charger. When you use your action to Dash, you can use
a bonus action to shove a creature.
Diablos Tailcase
While holding a shield, you have resistance to damage Twisted Horn
from ranged weapon attacks. Whenever a ranged Critical Draw+. During the first round of combat your
weapon attack is made against a target within 10 feet of melee weapon attacks score a critical hit on a roll of 15-
you, you to become the target instead. 20.
Diablos Marrow Majestic Horn
You have immunity to fire damage, but you are Your weapon deals an extra 1d10 piercing damage.
vulnerable to cold damage while you wear this armor.
OTHER MATERIAL EFFECTS
Blos Medulla Diablos Stone
Alert. You can’t be surprised while you are conscious. Legendary armor or weapon upgrade material.
Twisted Horn
You gain resistance to slashing & piercing damage from
nonmagical attacks while you wear this armor.

41
 Legiana Gem
Good Luck. While you are attuned to this armor, you
Challenge Rating 13 have one luck point that you regain daily at dawn. You
Carves/Capture 3 may use this point as if you had the Lucky feat.
Carve Chance Capture Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 1-5 Legiana Hide (A,W) Legiana Hide
5-8 6-9 Legiana Scale (A,W) This weapon has a reservoir of ice magic that can a
freeze the ground for up to 1 minute. While holding this
9-12 10-12 Legiana Claw (W) weapon, you can use an action to plant this weapon in
13-15 13-14 Legiana Wing (A,W) the ground and release the ice magic within. While
planted and undepleted, the ground in a 10-foot radius
16-18 15-17 Frost Sac (A,W) of this weapon becomes difficult terrain. This weapon
recharges 3d6 seconds of energy to the weapon's
19 18-19 Legiana Plate (A,W) reservoir daily at dawn.
20 20 Legiana Gem (A)
Legiana Scale
While holding this weapon, you can use an action to
ARMOR MATERIAL EFFECTS cause thick, opaque poison to coat the blade of a melee
Legiana Hide weapon that deals slashing or piercing damage. The
Airborne. While wearing this armor, you can cast the poison remains for 1 minute or until an attack using this
jump spell from it as a bonus action at will, but can weapon hits a creature. That creature must succeed on a
target only yourself when you do so. DC 15 Constitution saving throw or take 2d10 cold
damage and become poisoned with iceblight for 1
Legiana Scale minute. This effect can't be used this way again until the
(Druids, Sorcerers, Warlocks, or Wizards only) While next dawn.
attuned to this weapon you can cast the wall of ice spell Legiana Claw
three times per day, without expending a spell slot. Your weapon deals an extra 1d6 cold damage.
Legiana Wing Legiana Wing
Wind Resist. You and your equipment suffer no ill Critical Draw. During the first round of combat your
effects from Strong Winds (DMG p.110) while you are melee weapon attacks score a critical hit on a roll of 15-
wear this armor. 20.
Frost Sac Frost Sac
You have resistance to cold damage while you wear this You gain a + 1 bonus to your spell attack rolls and spell
armor. save DC while attuned to this weapon. This bonus
Legiana Plate increases to +2 when the spell you are casting deals
Evade Window. This armor has 3 runes, and it regains cold damage, such as the ice knife or snilloc's snowball
1d3 expended runes daily at dawn. When you fail a swarm spell.
Dexterity saving throw while wearing it, you can use Legiana Plate
your reaction to expend 1 of its runes to succeed on Your weapon deals an extra 1d8 cold damage.
that saving throw instead.

42
  S.Legiana Gem
Good Luck. While you are attuned to this armor, you
Challenge Rating 17 have one luck point that you regain daily at dawn. You
Carves/Capture 3 may use this point as if you had the Lucky feat.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Rime Hide
1-4 1-5 Rimed Hide (A,W) FastCharge+. When you roll for initiative, your
5-8 6-9 Legiana Shard (A,W) greatsword, longsword, or charge blade gains 2 charge,
spirit, or phial charge.
9-12 10-12 Obsidian Icetalon (W)
Legiana Shard
13-15 13-14 Stark Wing (A,W) (Bow Only). Your dragonpiercer can be used one extra
16-18 15-17 Cryo Sac (A,W) time per long rest and deals an extra 2d6 piercing
damage.
19 18-19 Legiana Tail Webbing (A,W)
Obsidian Icetalon
20 20 S.Legiana Gem (A,W) Critical Draw. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15-
20.
ARMOR MATERIAL EFFECTS
Rime Hide Stark Wing
Free meal. While attuned to this armor, you no longer Your weapon deals an extra 2d4 cold damage.
need to eat or drink. Cryo Sac
You gain a +2 bonus to your spell attack rolls and spell
Legiana Shard save DC while attuned to this weapon. This bonus
Marathon Runner+. While wearing this armor, your increases to +3 when the spell you are casting deals
walking speed increases by 10 feet and you ignore cold damage, such as the ice knife or snilloc's snowball
difficult terrain if it was not created by a magical effect. swarm spell.
Stark Wing Legiana Tail Webbing
While flying you can take the dodge action as a bonus Your weapon deals an extra 1d8 cold damage.
action. You can use this property a number of times
equal to your constitution modifier, regaining all S.Legiana Gem
expended uses when you finish a long rest. While attuned to this weapon, you can use an action to
speak its command word causing ice to coat the
Cryo Sac weapon for 1 minute or up to 10 pieces of ammunition.
You have immunity to cold damage while you wear this A creature hit by the coated weapon or ammunition
armor. takes 1d6 extra damage and has its movement speed
Legiana Tail Webbing reduced by 10 feet until the end of its next turn. Once
Evade Extender (M). You gain a +2 bonus to Dexterity used, this property can't be used again until you finish a
saving throws while you wear this armor. long rest.

43
 WEAPON MATERIAL EFFECTS
Challenge Rating 15 Barioth Cortex
Carves/Capture 3 In freezing temperatures, this weapon sheds bright light
in a 10-foot radius and dim light for an additional 10
Carve Chance Capture Chance Material Slots feet. When you draw this weapon, you can extinguish all
1-4 ---- Barioth Cortex (A,W) nonmagical flames within 30 feet of you. This property
can be used no more than once per hour.
5-6 1-6 Barioth Fur (A,W)
Barioth Fur
7-10 7-9 Barioth Talon (A,W) While you are attuned to this weapon and you cast a
11-13 10-13 Cryo Sac (A,W) spell that is a water or ice themed, it is cast as if it was
one spell level higher. A spell cannot be increased
14 14-17 Barioth Spike (A,W) beyond level 6 with this effect.
15-19 ---- Barioth Tail (A,W) Barioth Talon
20 18-20 Amber Tusks (A,W) Your Strength score is 19 while attuned to this weapon.
It has no effect on you if your Strength is already 19 or
higher.
ARMOR MATERIAL EFFECTS Cryo Sac
Barioth Cortex Your weapon deals an extra 1d6 cold damage.
While you wear this armor, you ignore difficult terrain
created by ice or snow and you can tolerate Barioth Spike
temperatures as low as -50 degrees Fahrenheit without When you hit a creature with this weapon it must make
any additional protection. If you wear heavy clothes, you a DC 14 Constitution saving throw or become poisoned
can tolerate temperatures as low as -100 degrees with Iceblight until the end of its next turn.
Fahrenheit. Barioth Tail
This weapon has 3 runes, and it regains 1d3 expended
Barioth Fur runes daily at dawn. While attuned to this weapon, you
Evasion. You have advantage on Dexterity saving throws can use an action to expend 1 to 3 of its runes to attack
while you wear this armor. one creature you can see within 60 feet of you. The ring
Barioth Talon produces a spectral ram's head and makes its attack roll
If you are wearing no armor and using no shield you gain with a +7 bonus. On a hit, for each charge you spend,
a +2 bonus to AC. the target takes 2d10 force damage and is pushed 5
feet away from you.
Cryo Sac
You have resistance to cold damage while you wear this Alternatively, you can expend 1 to 3 of the weapon's
armor. runes as an action to try to break an object you can see
within 60 feet of you that isn't being worn or carried.
Barioth Spike You make a Strength check with a +5 bonus for each
Increase your Dexterity score by 1, to a maximum of 20 charge you spend.
while you wear this armor..
Amber Tusks
Barioth Tail Your weapon deals an extra 1d8 cold damage.
You have immunity to cold damage while you wear this
armor.
Amber Tusks
When you are attuned to this armor, you can speak the
armor's command word to conjure 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 this mask for 24 hours. This
mask regain 1d3 expended runes daily at dawn.

44
 Tigrex Fang
Tranquilizing Guru. While you wear this armor, you are
Challenge Rating 16 able to detect when a monster is weakened enough to
Carves/Capture 3 be captured.
Carve Chance Capture Chance Material Slots Tigrex Scalp
1-5 1-4 Tigrex Scale (A,W) You have immunity to fire damage while you wear this
armor.
6-10 5 Tigrex Claw (A,W)
11-13 6-12 Tigrex Carapace (A,W) WEAPON MATERIAL EFFECTS
Tigrex Scale
14-15 13-17 Tigrex Tail (A,W) Your weapon deals an extra 1d8 slashing damage.
16-19 18-19 Tigrex Fang (A,W) Tigrex Claw
20 20 Tigrex Scalp (A,W) You have advantage on death saving throws while you
are attuned to this weapon.
Tigrex Carapace
ARMOR MATERIAL EFFECTS Earplugs. While you are attuned to this weapon, you can
Tigrex Scale use a bonus action to conjure two earplugs in the shape
You have advantage on survival checks when tracking a of your choice. While using these earplugs, you are
creature while you wear this armor. considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Tigrex Claw
Speed Eating. While you are attuned to this armor, you Tigrex Tail
can use any consumable, such as a potion or food, as a Strong Attack. When you hit a creature with this weapon
bonus action; so long as you are the one consuming it. you can use your bonus action to push the creature
back 10 feet.
Tigrex Carapace
Marathon Runner+. While wearing this armor, your Tigrex Fang
walking speed increases by 10 feet and you ignore Mind's Eye. Your attacks with this weapon bypass the
difficult terrain if it was not created by a magical effect. damage resistances of any creature.
Tigrex Tail Tigrex Scalp
You have resistance to cold damage while you wear this Your weapon deals an extra 1d10 slashing damage.
armor.

Curse. All of the tigrex material's are 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.

45
  Brute Tigrex Hardfang
Health Boost+. While wearing this armor, your hit point
Challenge Rating 20 maximum increases by 2 for each character level you
Carves/Capture 3 have.
Carve Capture Tigrex Mantle
Chance Chance Material Slots You have immunity to fire damage while you wear this
1-5 1-4 Brute Tigrex Shard (A,W) armor.

6-10 5 Brute Tigrex Hardclaw (A,W) WEAPON MATERIAL EFFECTS


11-13 6-12 Brute Tigrex Cortex (A,W) Brute Tigrex Shard
Weakness Exploit. Your weapon deals max damage to a
14-15 13-17 Brute Tigrex Lash (A,W) creature that is vulnerable to this weapons damage type.
16-19 18-19 Brute Tigrex Hardfang (A,W) Brute Tigrex Hardclaw
20 20 Tigrex Mantle (A,W) Strong Attack. When you hit a creature with this weapon
you can use your bonus action to push the creature
back 10 feet.
ARMOR MATERIAL EFFECTS Brute Tigrex Cortex
Brute Tigrex Shard HG Earplugs. While you are attuned to this armor, you
You have advantage on survival and athletics checks can use a bonus action to conjure two earplugs in the
when tracking a creature while you wear this armor. shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Brute Tigrex Hardclaw
Free meal & Speed Eating. While you are attuned to this Brute Tigrex Lash
armor, you no longer need to eat or drink. Additionally, While attuned to this weapon, your movement speed is
you can use any consumable, such as a potion or food, doubled whenever you use your movement to close the
as a bonus action; so long as you are the one consuming distance between you and the last creature you hit.
it. Brute Tigrex Hardfang
Brute Tigrex Cortex Critical Status. When you critically hit with this weapon,
Recovery Up. Whenever you regain hit points from any the target must succeed on a DC 15 Strength saving
potion or plant, the first die is maximized. throw or be knocked prone. A Huge or larger creature
make their save with advantage.
Brute Tigrex Lash
You have resistance to cold damage while you wear this Tigrex Mantle
armor. Your weapon deals an extra 2d6 slashing damage.

Curse. All of the tigrex material's are 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.

46
 Bazelgeuse Gem
You have immunity to fire damage while you wear this
Challenge Rating 17 armor.
Carves/Capture 3
Carve Capture WEAPON MATERIAL EFFECTS
Chance Chance Material Slots Bazelgeuse Scale
(Melee Weapon only) When you hit a creature with this
1-5 1-4 Bazelgeuse Scale (A,W) weapon, they must succeed on a DC 17 Constitution
6-9 5-9 Bazelgeuse Carapace (A,W) saving throw. On a failed save, the creature becomes
burned for 1 minute. A burned creature takes 1d4 fire
10-13 10-12 Bazelgeuse Fuse (A,W) damage at the start of their turn. A creature may use its
14-16 13-16 Bazelgeuse Talon (A,W) action to put out the flames early.

17-19 17-18 Bazelgeuse Wing (A,W) Bazelgeuse Carapace


While you are attuned to this armor, you can use a
---- 19-20 Bazelgeuse Tail (A,W) bonus action to speak its command word and exhale
20 ---- Bazelgeuse Gem (A,W) fire at a target within 30 feet of you. The target must
make a DC 17 Dexterity saving throw, taking 5d6 fire
damage on a failed save, or half as much damage on a
ARMOR MATERIAL EFFECTS successful one.
Bazelgeuse Scale Once used, this property cannot be used again until you
Your armor has 10 explosive scales that regrown at finish a long rest.
dawn. When a creature hits you with a melee attack, you
can use a reaction to cause one of these scales to Bazelgeuse Fuse
explode dealing 2d4 fire damage to the attacker. (Sorcer and Wizard only) Bombardier. The weapon has
10 runes, you can use an action to expend 1 or more of
Bazelgeuse Carapace its runes to cast one of the following spells from it,
You have an emblem of a burning brazier on your armor. using your spell save DC: scorching ray (2 runes), melf's
You can use an action to speak the brazier's command minute meteors (3 runes), or wall of fire (4 runes). The
word and summon a fire elemental, as if you had cast weapon regains 1d6 + 4 expended runes daily at dawn.
the conjure elemental spell. Once you use this property, If you expend the last rune it cannot regain any runes for
you can't use it again until you finish a long rest. one week.
Bazelgeuse Fuse Bazelgeuse Talon
Earplugs. While you are attuned to this armor, you can Your weapon deals an extra 1d8 fire damage.
use a bonus action to conjure two earplugs in the shape Bazelgeuse Wing
of your choice. While using these earplugs, you are Critical Draw+. During the first round of combat your
considered deafened. You can dispel the ear plugs as a melee weapon attacks score a critical hit on a roll of 15-
bonus action ending the deafened effect. 20.
Bazelgeuse Talon Bazelgeuse Tail
(Greatsword only) While attuned to this armor, your You gain a +2 bonus to your spell attack rolls and spell
Guard AC bonus now last until the start of your next save DC while attuned to this weapon. This bonus
turn and you cannot be knocked prone. increases to +3 when the spell you are casting deals fire
Bazelgeuse Wing damage.
You have a flying speed of 30 feet while you wear this Bazelgeuse Gem
armor. While attuned to this weapon, your Strength score
Bazelgeuse Tail changes to 25. If your Strength is already equal to or
Guts+. When you are reduced to 0 hit points but not greater than 25, the material has no effect on you.
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a long rest.

47
  Seething Gem
Guts+2. When you are reduced to 0 hit points but not
Challenge Rating 21 killed outright, you can drop to 1 hit point instead. Once
Carves/Capture 3 you use this property, you can’t use it again until you
Carve Capture finish a short or long rest.
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-5 1-4 Bazelgeuse Shard (A,W) Bazelgeuse Shard
6-9 5-9 Flickering Silvershell (A,W) (Melee Weapon only) When you hit a creature with this
weapon, they must succeed on a DC 17 Constitution
10-13 10-12 Bazelgeuse Hardclaw (A,W) saving throw. On a failed save, the creature becomes
14-16 13-16 Distilled Blast Fluid (A,W) burned for 1 minute. A burned creature takes 2d4 fire
damage at the start of their turn. A creature may use its
17-19 17-18 Scorching Silverwing (A,W) action to put out the flames early.
---- 19-20 Bazelgeuse Flail (A,W) Flickering Silvershell
20 ---- Seething Gem (A,W) Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15-
20.
ARMOR MATERIAL EFFECTS Bazelgeuse Hardclaw
Bazelgeuse Shard Your weapon deals an extra 1d10 fire damage.
Your armor has 10 explosive scales that regrown at
dawn. When a creature hits you with a melee attack, you Distilled Blast Fluid
can use a reaction to cause one of these scales to (Sorcer and Wizard only) Bombardier+. The weapon has
explode dealing 3d4 fire damage to the attacker. 12 runes, you can use an action to expend 1 or more of
its runes to cast one of the following Spells from it,
Flickering Silvershell using your spell save DC: aganazzar’s scorcher (2
Jump Master+. While wearing this armor, you can cast runes), heat metal (2 runes), scorching ray (2 runes),
the jump spell from it as a bonus action at will, but can melf's minute meteors (3 runes), wall of fire (4 runes),
target only yourself when you do so. delayed blast fireball (7 runes). The weapon regains 1d8
+ 4 expended runes daily at dawn. If you expend the last
Bazelgeuse Hardclaw rune it cannot regain any runes for one week.
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the Scorching Silverwing
shape of your choice. While using these earplugs, you When you make a weapon attack with this weapon, and
can only hear creatures you choose to be able to hear. roll a 20 for the attack roll, the target and each creature
within 5 feet of it, excluding you, must make a DC 15
Distilled Blast Fluid Dexterity saving throw taking 3d6 fire damage on a
You have immunity to fire damage while you wear this failed save, or half as much on a successful one.
armor.
Bazelgeuse Flail
Scorching Silverwing You gain a +2 bonus to your spell attack rolls and spell
(Lance and Greatsword only) Your Guard AC bonus now save DC while attuned to this weapon. This bonus
last until the start of your next turn and you cannot be increases to +3 when the spell you are casting deals fire
knocked prone. damage.
Bazelgeuse Flail Seething Gem
You have an emblem of a burning brazier on your armor. While attuned to this weapon, your Strength score
You can use an action to speak the armor's command changes to 25. If your Strength is already equal to or
word and summon a fire elemental, as if you had cast greater than 25, the material has no effect on you.
the conjure elemental spell. Once you use this property,
you can't use it again until you finish a long or short rest.

48
 Ukanlos Gem
You have immunity to cold damage while you wear this
Challenge Rating 20 armor.
Carves 6
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Ukanlos Carapace
1-7 Ukanlos Carapace (A,W) Quick Load. You can reload as a free action while you
8-12 Ukanlos Underscale (A,W) wear this armor.
13-14 Ukanlos Digger (A,W) Ukanlos Underscale
Your cold spells ignore a creatures resistance to cold
15-16 Ukanlos Fin (A,W) damage while you are attuned to this weapon.
17-18 Ukanlos Tail (A,W) Ukanlos Digger
19 Ukanlos Shoveljaw (A,W) (Bow only) Whenever you apply a coating to your
arrows, you can coat up to 5 more.
20 Ukanlos Gem (A,W)
Ukanlos Fin
While you are holding this weapon, you can use an
ARMOR MATERIAL EFFECTS action to let out a cacophonous roar. Each creature in a
Ukanlos Carapace 15-foot radius that considers you an enemy, must make
You can summon a Decanter of Endless Water (DMG a DC 16 Wisdom saving throw. On a failed save, the
161) at will while you are attuned to this armor, but if it creature becomes frightened of you for 1 minute. A
leaves your hands, it vanishes into thin air. creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
Ukanlos Underscale creature's saving throw is successful or the effect ends
Tremor-Proof. You cannot be knocked prone while you for it, the creature is immune to this effect for 24 hours.
wear this armor. Ukanlos Tail
Ukanlos Digger You gain a + 2 bonus to your spell attack rolls and spell
While you are attuned to this armor, you can cast the save DC while attuned to this weapon. This bonus
move earth spell. Once you use this property, you increases to +4 when the spell you are casting deals
cannot use it again until you finish a long rest. cold damage, such as ice knife or snilloc's snowball
swarm spells
Ukanlos Fin
You have darkvision out to a range of 120 feet and you Ukanlos Shoveljaw
have advantage on Wisdom (Perception) checks that (Sorcerer and Wizard only) This weapon has 10 runes.
rely on sight while you wear this armor. While holding it, you can use an action to expend 1 or
more of its runes to cast one of the following spells
Ukanlos Tail from it, using your spell save DC: ice knife (1 rune), ice
You can stand on and move across any liquid surface as storm (4 runes), or wall of ice (4 runes). The weapon
if it were solid ground while you wear this armor. regains 1d6 + 4 expended runes daily at dawn. If you
Ukanlos Shoveljaw expend the last rune it cannot regain any runes for one
You have an emblem of water pouring out of a bowl on week.
your armor. You can use an action to speak the armor's Ukanlos Gem
command word and summon a water elemental, as if While you are attuned to this weapon, your cold spells
you had cast the conjure elemental spell. Once you use deal full damage to a creature that has resistance to cold
this property, you cannot use it again until you finish a damage and half damage to a creature that has
long rest. immunity to cold damage.

49
 Akantor Spike
You have advantage on saving throws against spells
Challenge Rating 20 while you wear this armor.
Carves 6
Akantor Gem
Carve Chance Material Slots You have immunity to fire damage while you wear this
1-7 Akantor Scale (A,W) armor.

8-12 Akantor Carapace (A,W) WEAPON MATERIAL EFFECTS


13-14 Akantor Hardclaw (A,W) Akantor Scale
While holding this weapon, you can use a bonus action
15-16 Firecell Stone (A,W) to speak this weapons command word, causing flames
to erupt from it. These flames shed bright light in a 40-
17 Akantor Tallfang (A,W)
foot radius and dim light for an additional 40 feet.
18 Akantor Tail (A,W)
Akantor Carapace
19 Akantor Spike (A,W) Your weapon deals an extra 1d8 fire damage .
20 Akantor Gem (A,W) Akantor Hardclaw
(Melee Weapon only) When you hit a creature with this
weapon, it must make a DC 17 Constitution saving
ARMOR MATERIAL EFFECTS throw. On a failed save the creature becomes burned for
Akantor Scale 1 minute. A burned creature takes 2d4 fire damage at
While you are wearing this armor, you can cast the the start of their turn. A creature may use its action to
dimension door spell as an action. Once you use this put out the flames early.
property, you can't use it again until the next dawn.
Firecell Stone
When you disappear, you leave behind a cloud of While you are attuned to this weapon, you can use an
smoke, and you appear in a similar cloud of smoke at action to gain the same benefits as a potion of fire
your destination. The smoke lightly obscures the space giants strength for 1 hour. Once you use this property,
you left and the space you appear in, and it dissipates at you cannot use it again for 3 days.
the end of your next turn. A light or stronger wind Akantor Tallfang
disperses the smoke. While you are holding this weapon, you can use an
Akantor Carapace action to let out a cacophonous roar. Each creature in a
While you are attuned to this armor, you ignore the 15-foot radius that considers you an enemy, must make
effects of the first 2 levels of exhaustion unless your a DC 16 Wisdom saving throw. On a failed save, the
exhaustion level is 3 or higher. creature becomes frightened of you for 1 minute. A
creature can repeat the saving throw at the end of each
Akantor Hardclaw of its turns, ending the effect on itself on a success. If a
You gain a +1 bonus to saving throws while you wear creature's saving throw is successful or the effect ends
this armor. You can use an action to enter the Elemental for it, the creature is immune to this effect for 24 hours.
Plane of fire along with everything you are wearing and
carrying. You remain there until you use an action to Akantor Tail
return to the plane you were on. You reappear in the last (Monk only) Your unarmed strikes deal an extra 1d6 fire
space you occupied, or if that space is occupied, the damage and your weapon has 3 runes that recharge at
nearest unoccupied space. Once you use this property, dawn. When you hit a creature with a melee weapon
you can't use it again until the next dawn. attack you can expend a rune to generate an explosion
on impact. You can only expend one rune per round. The
Firecell Stone target and all creatures other than yourself within 5 feet
Shield+. While you are attuned to this armor and you of the target must make a DC 16 Constitution saving
use a reaction that would increase your AC, you gain an throw, taking 4d6 fire damage on a failed save or half as
additional +2 bonus to your AC until the start of your much on a successful one.
next turn.
Akantor Spike
Akantor Tallfang Your weapon deals an extra 1d10 fire damage.
You have advantage on Charisma (Intimidation) checks
while you wear this armor. Akantor Gem
Critical Eye+. Your weapon attacks critical hit range is
Akantor Tail increased by 2.
You have resistance to cold damage while you wear this
armor.

50
 


Challenge Rating 4
Carves/Capture 3
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 Barroth Gem (A,W)

ARMOR MATERIAL EFFECTS


Fertile Mud
You do not suffer from difficult terrain in muddy or
swamp terrain while wearing this armor.
Barroth Ridge
Whenever you make a saving throw against the
stunned condition, you do so with a +2 bonus.
Barroth Scalp
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet.
Barroth Gem
Guard. You cannot be pushed or knocked backwards
while you wear this armor.

WEAPON MATERIAL EFFECTS


Barroth Shell
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 Drain. When you hit a creature with this
weapon, its speed is reduced by 5 feet until the start
of your next turn.
Barroth Scalp
While attuned to this weapon, you may use the
hammer's Mighty Weapon skill 1 additional time
between rests.
Barroth Gem
You gain +2 AC while attuned to this weapon, but
your critical hits no longer deal extra damage.

OTHER MATERIAL EFFECTS


Fertile Mud
A material that increases the fertility of crops.

51
 Once used, this property cannot be used again until you
finish a long rest.
Challenge Rating 6
Carves/Capture 3 Uragaan Marrow
Negate Bleeding. You are immune to wounding effects,
Carve Chance Capture Chance Material Slots such as the Odogaron's bloody wound or the bearded
1-4 1-5 Uragaan Carapace (A,W) devil's infernal wound while you wear this armor.
Uragaan Ruby
5-9 6-9 Uragaan Scale (W)
Uragaan Protection. When you must make a saving
---- 10-11 Firecell Stone (A,W) throw while taking the dodge action, you can use your
Armor Class in place of making the roll. You can use this
10-14 12-15 Uragaan Scute (A,W) property three times, regaining all uses when you finish
----- 16-18 Flame Sac (A,W) a long rest.
15-17 19-20 Uragaan Marrow (A) WEAPON MATERIAL EFFECTS
18-19 ---- Uragaan Jaw (W) Uragaan Carapace
Sharpening. During a short or long rest you can spend
20 ---- Uragaan Ruby (A) 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
ARMOR MATERIAL EFFECTS to the target.
Uragaan Carapace
While you are wearing this armor, you can use your Uragaan Scale
reaction or bonus action to gain resistance to lightning Carver. You have advantage on your first carve attempt
or thunder damage (your choice) until the end of your on a creature while you are attuned to this weapon.
next turn. Once you use this property, you cannot use it
again until you finish a long rest. Firecell Stone
While you are attuned to this weapon you can use an
Firecell Stone action to conjure a flask of alchemist's fire once a day. If
Shield. While you are attuned to this armor and you use unused for 24 hours, the flask returns to whence it
a reaction that would increase your AC, you gain an came, where that is, who knows?
additional +1 bonus to your AC until the start of your Uragaan Scute
next turn. Partbreaker. You deal an extra 1d4 damage when you
Uragaan Scute critically hit with this weapon.
Guard. You cannot be pushed or knocked backwards Flame Sac
while you wear this armor. When you cast a spell that deals fire damage, it deals an
Flame Sac extra 1d4 fire damage.
While you are attuned to this armor, you can use a Uragaan Jaw
bonus action to speak its command word and exhale Spread up. Your spread ammo deals an extra 2 damage.
fire at a target within 15 feet of you. The target must
make a DC 15 Dexterity saving throw, taking 3d6 fire
damage on a failed save, or half as much damage on a
successful one.

52
 Anjanath Tail
(Spellcasters only) This armor has 2 runes, which it
Challenge Rating 7 regains daily at dawn. You may expend a rune to cast the
Carves/Capture 3 hellish rebuke spell from it.
Carve Capture Flame Sac
Chance Chance Material Slots While you are attuned to this armor, you can use a
1-5 1-5 Anjanath Pelt (A,W) bonus action to speak its command word and exhale
fire at a target within 15 feet of you. The target must
6-10 6-10 Anjanath Scale (A) make a DC 15 Dexterity saving throw, taking 3d6 fire
damage on a failed save, or half as much damage on a
11-13 ---- Anjanath Fang (A,W) successful one.
14-16 11-14 Anjanath Nosebone (A) Once used, this property cannot be used again until you
17-19 15-16 Anjanath Tail (A,W) finish a long rest.
---- 17-19 Flame Sac (A,W) Anjanath Plate
You have resistance to fire damage while you wear this
20 20 Anjanath Plate (A,W) armor.

WEAPON MATERIAL EFFECTS


ARMOR MATERIAL EFFECTS Anjanath Pelt
Anjanath Pelt While you are holding this weapon, you can use an
Marathon Runner. While wearing this armor, your action to make this weapon deal fire damage instead of
walking speed increases by 5 feet. its normal damage type. This effect lasts one hour and
Anjanath Scale cannot be used again until you have finished a long rest.
While you are wearing this armor, you can use your You can use another action to end the effect before the
reaction or bonus action to gain resistance to fire duration expires.
damage until the end of your next turn. You can use this Anjanath Fang
property twice, regaining all uses when you finish a long (Clerics, Druids, and Rangers only) You know the
rest. produce flame cantrip while wearing this armor. If you
Anjanath Fang already know it, you gain a +1 bonus to its spell attack
When you are attacked by a creature within 30 feet of roll.
you that you can see, you can use your reaction to Anjanath Tail
impose disadvantage on the attack roll, causing a (Bow only) Special Ammo boost. While attuned to this
blinding white flame to erupt from your mouth before weapon, your coat arrow now coats up to 20 arrows and
the attack hits or misses. An attacker that can’t be your dragonpiercer an extra 1d6 piercing damage.
blinded is immune to this property.
Flame Sac
You can use this property two times. You regain all When you cast a spell that deals fire damage, it deals an
expended uses when you finish a long rest. extra 1d4 fire damage.
Anjanath Nosebone Anjanath Plate
While you wear this armor, you may pass a Constitution (Gunlance only) Artillery+. While attuned to this
saving throw you otherwise would have failed. Once weapon, your wyvernfire can now be used twice per
used, this property can't be used again until you finish a long rest and you can add your Strength modifier to the
long rest. damage of your shell attacks.

53
  Fulgur Anjanath Mantle
Flinch Free. While wearing this armor you cannot be
Challenge Rating 15 knocked prone, or unwillingly moved from your current
Carves/Capture 3 location by any means.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Fulgur Anjanath Thickfur
1-5 1-5 Fulgur Anjanath Thickfur (A,W) While you are holding this weapon, you can use an
6-10 6-10 Fulgur Anjanath Shard (A) action to make this weapon deal lightning damage
instead of its normal damage type. This effect lasts one
11-13 ---- Fulgur Anjanath Hardfang (A,W) hour and cannot be used again until you have finished a
14-16 11-14 Heavy Fulgur Anjanath Nosebone (A,W) long rest. You can use another action to end the effect
before the duration expires.
17-19 15-16 Fulgur Anjanath Lash (A,W)
Fulgur Anjanath Hardfang
---- 17-19 Lightning Sac (A,W) Weakness Exploit. Your weapon deals max damage to a
20 20 Fulgur Anjanath Mantle (A,W) creature that is vulnerable to this weapons damage type.
Heavy Fulgur Anjanath Nosebone
While attuned to this weapon you can use an action to
ARMOR MATERIAL EFFECTS speak its command word, causing it to expel electric
Fulgur Anjanath Thickfur snot at a creature within 60 feet of you. That creature
Item Prolonger+. Whenever you use a consumable item must make a DC 15 Dexterity saving throw, or be
that has a duration, its duration is increased by an covered in the snot for 1 minute or until it uses an
additional 12 seconds. action to wipe it away. While covered, the creature takes
1d4 lightning damage whenever it is hit by a melee
Fulgur Anjanath Shard weapon attack.
Resuscitate. You have advantage on Dexterity saving
throws if you are suffering from a condition. You can use this property a number of times equal to
your Constitution modifier, regaining all expended uses
Fulgur Anjanath Hardfang when you finish a long rest.
You have advantage on saving throws against being
stunned while you wear this armor. Fulgur Anjanath Lash
Special Ammo Boost+1. Your coating now coats up to
Heavy Fulgur Anjanath Nosebone 25 arrows and your dragonpiercer deals an extra 2d6
While you wear this armor, you may pass a Dexterity piercing damage.
saving throw you otherwise would have failed. Once
used, this property can't be used again until you finish a Lightning Sac
long rest. Your weapon deals an extra 1d8 lightning damage.
Fulgur Anjanath Lash Fulgur Anjanath Mantle
This armor has 2 runes, that it regains daily at dawn. You You gain a +1 bonus to your spell attack rolls and spell
may expend a rune to cast the lightning arrow spell from save DC while attuned to this weapon. This bonus
it. increases to +2 when the spell you are casting deals
thunder or lightning damage.
Lightning Sac
You have immunity to lightning damage while you wear
this armor.

54
 
Challenge Rating 9 Challenge Rating 10
Carves/Capture 3 Carves/Capture 3
Carve Capture Carve Capture
Chance Chance Material Slots Chance Chance Material Slots
1-7 1-3 Duram Carapace (W) 1-5 1-5 Radobaan Shell (A)
8-12 4-9 Hard Mossplate (A,W) 6-11 6-10 Radobaan Scale (A)
13-14 10-13 Duramboros Hump (A) 12-16 11-13 Radobaan Oilshell (A)
15-17 14-16 Duram Tailcase (W) ---- 14-16 R.Sleep Sac (W,O)
18-19 17-19 Duramboros Horn (A,W) 17-19 17-19 Radobaan Marrow (A)
20 20 Duram Sacrum (A,W) 20 19-20 Radobaan Gem (A)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL


Hard Mossplate Radobaan Shell
While you are attuned to this armor, you can use Guard. You cannot be pushed or knocked backwards
your reaction to grant yourself advantage on any while you wear this armor.
Acrobatics check. Once used, you can't use it again
until you finish a short or long rest. Radobaan Scale
You have resistance to fire damage while you wear
Duramboros Hump this armor.
While you are wearing this armor, you can use your
Radobaan Oilshell
reaction or bonus action to gain resistance to
Tremor-Proof. You cannot be knocked prone while
piercing damage until the end of your next turn. You
you wear this armor.
can use this property twice, regaining all uses when
you finish a long rest. Radobaan Marrow
Negate Bleeding. You are immune to wounding
Duramboros Horn
effects, such as the Odogaron's bloody wound or the
While you are wearing this armor, you can use your
bearded devil's infernal wound while you wear this
reaction or bonus action to gain resistance to
armor.
slashing damage until the end of your next turn. You
can use this property twice, regaining all uses when Radobaan Gem
you finish a long rest. While you wear this armor, any creature that hits you
with a melee weapon, an unarmed strike, or a natural
Duram Sacrum
melee weapon takes 1d6 slashing damage.
You have resistance to cold damage while you wear
this armor.
WEAPON MATERIAL
R.Sleep Sac
WEAPON MATERIAL EFFECTS
This weapon has 4 runes. When you hit a creature
Duram Carapace
with this weapon, you can expend 1 of its runes to
Partbreaker. You deal an extra 1d4 damage when you
have the target make a DC 12 Constitution saving
critically hit with this weapon.
throw, or it falls unconscious for 1 minute, until the
Hard Mossplate sleeper takes damage, or until someone uses an
FastCharge. When you roll for initiative, your action to shake or slap the sleeper awake. This
greatsword, longsword, or charge blade gains 1 weapon regains 1 expended rune daily at dawn.
charge, spirit, or phial charge. OTHER MATERIAL EFFECTS
R.Sleep Sac
Duram Tailcase A Material that replaces the sleep herb when crafting
(Hammer only) Blunt. While you are attuned to this tranq bombs or tranq ammo.
weapon, your save DC for your mighty weapon
property is increased by 2.
Duramboros Horn
Shotplus. Your normal ammo deals an extra 2
damage.
Duram Sacrum
(Range Weapon only) Deadeye+. Your weapon's
normal attack range is doubled.

55
 Nitroshroom, Your Strength score increases by +2 for
1 minute.
Challenge Rating 12 Parashroom, Your AC becomes 13 + your Dexterity
Carves/Capture 3 modifier for the next 8 hours.
Carve Capture 3 banbaro material.
Chance Chance Material Slots
1-5 1-5 Banbaro Chine (A,W) Chaos Mushroom, You are poisoned for 1 hour, and
gain 5 temporary hitpoints per character level for the
6-11 6-9 Banbaro Cortex (A,W) next 10 minutes.
Bindshroom, Your speed increases by 10 feet for 1
----- 10-12 Dash Extract (O) hour.
12-14 13-15 Banbaro Great Horn (A,W) Exciteshroom, Provides one of the other mushroom
effects, roll a d6 to see which one:
13-19 16-19 Banbaro Lash (A,W)
20 20 Banbaro Gem (A,W)
1. Blue Mushroom 4. Parashroom
ARMOR MATERIAL EFFECTS 2. Toadstool 5. Chaos Mushroom
Banbaro Chine 3. Nitroshroom 6. Bindshroom
Transporter. While you are attuned to this armor, you
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift. WEAPON MATERIAL EFFECTS
Banbaro Chine
Banbaro Cortex Your weapon deals an extra 1d6 bludgeoning damage.
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a Banbaro Cortex
bonus action; so long as you are the one consuming it. You are proficient with improvised weapons while
Banbaro Great Horn attuned to this weapon.
You have resistance to cold damage while you wear this Banbaro Great Horn
armor. While attuned to this weapon, you can cast the catapult
Banbaro Lash spell at 2nd level from it. Once you use this properity,
Health Boost. While wearing this armor, your hit point you can't use it again until you finish a long rest.
maximum increases by 1 for each character level you Banbaro Lash
have. (Greatsword or Lance Only) Offensive Guard. Whenever
Banbaro Gem you use a reaction that increases your AC, the next
Mushroomancer+. While wearing this armor you can attack you make with that weapon deals extra damage
digest mushrooms that would otherwise be inedible and equal to the bonus AC the reaction provided.
gain their advantageous effects. The more banbaro Banbaro Gem
materials equipped in your armor or trinkets, the more Resentment. Until the end of your turn, you gain a +1
mushrooms you can eat. bonus to attack and damage rolls against any creature
1 banbaro material. that has damage you since the end of your last turn.
Blue Mushroom, Restores a 1d4 hit points. OTHER MATERIAL EFFECTS
Toadstool, You regain 1 hit point at the start of each Dash Extract
of your turn for 1 minute. Crafting material for mega dash juice.
2 banbaro material.

56
 Glavenus Fire Orb
While attuned to this armor you can use an action to
Challenge Rating 13 speak the armors command word and gain truesight out
Carves/Capture 3 to 60 feet for 1 hour. Once used, you can't use this
Carve Chance Capture Chance Material Slots property again until you finish a long rest.

1-5 1-4 Glavenus Scale (A) WEAPON MATERIAL EFFECTS


6-7 5-6 Glavenus Fang (W) Glavenus Fang
(Melee only) When you hit a creature with this weapon,
8-9 7-8 Glavenus Carapace (A) you can use your bonus action to cause flames to shoot
---- 9 Flaming Bursa (A,W) forth from the weapon 15-foot cone. Each creature in
that area must make a DC 14 Dexterity saving throw. A
10-11 10-13 Glavenus Pyroshell (A,W) creature takes 3d6 fire damage on a failed save, or half
as much on a successful one.
12-14 14 Glavenus Tail (A)
15-16 15 Glavenus Tailpiece (W) Flaming Bursa
Your weapon deals an extra 1d6 fire damage.
17-18 16-18 Solar Bursa (A,W)
Glavenus Pyroshell
19 19 Glavenus Plate (A,W) This weapon has 6 runes and regains 1d6 runes daily at
dawn. You can use a bonus action to shoot a spark out
20 20 Glavenus Fire Orb (A,W) 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
ARMOR MATERIAL EFFECTS creature takes 1d6 fire damage at the start of their turn.
Glavenus Scale
Handicraft. For 24 hours, you gain proficiency with one Glavenus Tailpiece
artisan tool of your choice each dawn. (Range Weapon only) Deadeye+. Your weapon's normal
attack range is doubled.
Glavenus Carapace
You suffer no harm from temperatures as warm as 120 Solar Bursa
degrees Fahrenheit while you wear this armor. Crisis. While you are attuned to this weapon and
suffering from an abnormal status effect, such as
Flaming Bursa poisoned, burning, slowed, blinded, etc, all attacks and
You have resistance to fire damage while you wear this spells deal an extra 1d10 spell or weapon damage.
armor.
Glavenus Plate
Glavenus Pyroshell Heavy Polish. This weapon ignores a creatures
While you wear this armor, any creature that hits you resistance to slashing damage.
with a melee weapon, an unarmed strike, or a natural
melee weapon takes 1d6 fire damage. Glavenus Fire Orb
While you are attuned to this weapon, you can use an
Glavenus Tail action to prime your shield. The next time you take
While you are attuned to this armor, it glows faintly damage from a melee attack, fire erupts from the shield
when a Rathian, Malfestio, Agnaktor, and Zinogre is near and bathes the attacker in flames. The attacker must
(240 feet or less). make a DC 15 Dexterity saving throw or take 4d6 fire
Solar Bursa damage. On a successful save, the creature takes half of
Whenever you make a saving throw against an attack or that damage. Once used, you can't use this property
spell that deals fire damage, you do so with advantage. again until you finish a short or long rest.
Glavenus Plate
You have advantage on (Charisma & Strength)
Intimidation checks while you wear this armor.

57
  Acidic Glavenus Tailedge
You have immunity to cold damage and resistance to
Challenge Rating 19 acid damage while you wear this armor.
Carves/Capture 3
Carve Capture WEAPON MATERIAL EFFECTS
Chance Chance Material Slots Acidic Glavenus Shard
When this material is placed into a weapon it gains the
1-6 1-4 Acidic Glavenus Shard (A) finesse tag. This material cannot be place in a weapon
7-11 5-8 Acidic Glavenus Cortex (A) that has the heavy tag.
12-14 9-11 Acidic Glavenus Hardfang (W) Acidic Glavenus Cortex
Maximum Might. While your hit points are full and you
15 12-14 Honed Acidcryst (A,W) are not suffering from any levels of exhaustion, you deal
16-19 15-18 Acidic Glavenus Spineshell (A,W) maximum weapon damage with your attacks.
20 19-20 Acidic Glavenus Tailedge (W) Acidic Glavenus Hardfang
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
ARMOR MATERIAL EFFECTS but can target only yourself when you do so and you
Acidic Glavenus Shard gain 1 level of exhaustion when the spell ends.
Handicraft+2. For 24 hours, you gain proficiency with Honed Acidcryst
two artisan tool of your choice each dawn. (Bladed weapon only) You can use a bonus action to
speak this weapon's command word, causing acidic
Acidic Glavenus Cortex crystals to grow on the blade. While the weapon is
Effluvia Resis+. While wearing this armor you are covered in these crystals, it deals acid damage instead
immune to damage from Effluvia and you have of its normal weapon damage, and it reduces the AC of
resistance to acid damage. any target it hits, for the first time on a turn, by 1 until
Acidic Glavenus Hardfang the start of your next turn. The acidic crystals last until
You have advantage on saving throws against being you use a bonus action to speak the command word
stunned while you wear this armor. again or until you drop or sheathe the sword.
Honed Acidcryst Acidic Glavenus Spineshell
Iron Skin. While this material is in your armor, your AC Your weapon deals an extra 1d10 acid damage.
cannot be reduced in any way. You do not retain AC Acidic Glavenus Tailedge
granted to you by a shield if you drop it; or a potion, or Heavy Polish+. This weapon ignores a creatures
magical effect after it has expired. immunity and resistance to slashing damage.
Acidic Glavenus Spineshell
While you wear this armor, acidic spikes grow from it.
Whenever a creature hits you with a melee weapon
attack, that creature takes 1d4 slashing damage and 1d4
acid damage. Additionally, your unarmed strikes deal an
extra 1d4 acid damage while you wear this armor.

58
 Mystery Slime
Once per turn, when you hit a creature this weapon, you
Challenge Rating 17 can wound the target. At the start of each of the
Carves/Capture 3 wounded creature’s turns, it takes 1d4 fire damage for
Carve Chance Capture Chance Material Slots each time you’ve wounded it, and it can then make a DC
16 Constitution saving throw, ending the effect of all
1-5 1-3 Brach Carapace (A,W) such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can
6-8 4-8 Brach Ebonshell (A)
use an action to make a DC 15 Wisdom (Medicine)
9-10 9 Mystery Slime (A,W) check, ending the effect of such wounds on it on a
success.
11 10-14 Brach Scalp (A,W)
Brach Scalp
12-14 15-16 Brach Tail (A,W) While you are attuned to this weapon, whenever a
15 ---- Brach Hammer (W) creature attempts to break a grapple with you, you make
your skill check with advantage.
16 ---- Brach Marrow (A,W)
Brach Tail
17-19 17-19 Brach Pounder (W) While holding this weapon, you can use an action to
cause thick, black oil to coat the weapon. The oil
20 20 Brach Gem (A,W)
remains for 1 minute or until an Attack using this
weapon hits a creature. On hit, the oil ignites and that
ARMOR MATERIAL EFFECTS creature must succeed on a DC 15 Constitution saving
Brach Carapace throw or take 2d10 fire damage and begins to burn for
Handicraft+2. For 24 hours, you gain proficiency with 1 minute. A creature that is burning must make a DC 15
two artisan tool of your choice each dawn. Constitution saving throw at the start of each of its
turns. On a failed save, it takes 1d6 fire damage. On a
Brach Ebonshell successful save, the creature is no longer burning. This
You have resistance to fire damage while wearing this weapon can't be used this way again until the next
armor. dawn.
Mystery Slime Brach Hammer
While you are attuned to this armor, you can use an (Sorcerer and Wizard only) Bombardier. This weapon
action to prime your shield. The next time you take has 10 runes. While holding it, you can use an action to
damage from a melee attack, fire erupts from the shield expend 1 or more of its runes to cast one of the
and bathes the attacker in flames. The attacker must following Spells from it, using your spell save DC:
make a DC 15 Dexterity saving throw or take 4d6 fire scorching ray (2 runes), Melf's Minute Meteors (3
damage. On a successful save, the creature takes half of runes), or Wall of Fire (4 runes). This weapon regains
that damage. You can use this property twice, regaining 1d6 + 4 expended runes daily at dawn. If you expend
all expended uses on a short or long rest. the last rune it can't regain any runes for one week.
Brach Scalp Brach Marrow
While attuned to this armor you can cast the grease Blast Coat. This material provides one of the following
spell. You can use this property three times, regaining all weapon properties depending on which weapon it is
expended uses on a short or long rest. placed in:
Brach Tail (Heavy Bowgun) Your cluster ammo deal an extra 2d6
While you wear this armor, you may pass a Constitution fire damage.
saving throw you otherwise would have failed. Once (Bow) Your blast coating deal an extra 1d6 fire
used, this property can't be used again until you finish a damage.
long rest.
Brach Marrow Brach Pounder
Biology. You become proficient with dung bombs while (Light Bowgun only) Rapid Fire. Whenever you use the
you are wearing this armor, and you are immune to attack action on your turn using this weapon, you can
blight effects such as waterblight, iceblight, or the make one additional attack with it as a bonus action.
blight spell.
Brach Gem
Brach Gem Spirit. When fighting a Huge or larger creature, this
You have immunity to fire damage while you wear this weapon deals 1d6 extra weapon damage and its crit
armor. range is increased by 1.

WEAPON MATERIAL EFFECTS


Brach Carapace
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 is a fire
spell.

59
 For every hour that passes, a creature can attempt to
escape by succeeding on a DC 15 Strength saving
Challenge Rating 18 throw. On a success, the creature is regurtitated, falling
Carves/Capture 4 prone in a space within 10 feet of you. Also, whenever
Carve Chance Capture Chance Material Slots you take 40 damage or more on a single turn, you must
succeed on a DC 16 Constitution saving throw, or
1-4 1-4 Deviljho Hide (A) regurgitate any swallowed creature and all swallowed
objects, which fall prone in a space within 10 feet of
5-7 5-8 Deviljho Scale (A)
you. Speaking the armor's command word again spits
8-10 9-11 Deviljho Talon (W) out the creature or an object of your choice.
11-12 12-14 Deviljho Tallfang (W) Deviljho Gem
You have resistance to fire and necrotic damage while
13-14 ----- Deviljho Scalp (A,W) you wear this armor.
15-17 15-18 Deviljho Saliva (A,W)
WEAPON MATERIAL EFFECTS
18-19 19-20 Deviljho Tail (A,W) Deviljho Talon
20 ----- Deviljho Gem (A,W) Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.

ARMOR MATERIAL EFFECTS Deviljho Tallfang


Deviljho Hide Partbreaker+2. You deal an extra 1d8 damage when you
Carving Celebrity. While you are attuned to this armor, critically hit with this weapon.
you can carve a creature of CR 13 or lower 1 extra time. Deviljho Scalp
When you cast a necromancy spell, you gain a +2 bonus
Deviljho Scale to its spell attack roll or increase its spell save DC by 2.
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a Deviljho Saliva
bonus action; so long as you are the one consuming it. (Sorcerer and Wizard only) The weapon has 10 runes.
You can use an action to expend 1 or more of its runes
Deviljho Scalp to cast one of the following spells from it, using your
While you wear this armor, you taste in all directions, spell save DC: cause fear (1 rune), ray of enfeeblement
and you have advantage on Wisdom (Perception) (2 runes), ray of sickness at 3rd level( 3 runes),
checks that rely on taste. contagion (4 runes), or harm (6 runes). The weapon
Deviljho Saliva regains 1d6 + 4 expended runes daily at dawn. If you
Whenever you make a saving throw against the expend the last rune it can't regain any runes for one
frightened condition, you do so with advantage. week.
Deviljho Tail Deviljho Tail
While you wear this armor, you can use an action, to Your weapon deals an extra 1d4 fire damage and an
speak the armor's command word and attempt to extra 1d4 necrotic damage.
swallow either a creature, or object, that is Medium or Deviljho Gem
smaller. An unwilling creature must make a DC 14 While you are attuned to this weapon, you can speak its
Dexterity saving throw to escape the armor's grasp. command word to exhale a beam of hellfire in a 60-foot
Once swallowed, the creature or object is transported to line that is 5 feet wide. Each creature in that line must
a room that exists on a plane of existence found only make a DC 15 Dexterity saving throw, taking 4d6 fire
within the armor. The room is a 10 foot by 10 foot damage and 14 (4d6) necrotic damage on a failed save,
cube, and can hold a single, living creature, and up to or half as much damage on a successful one.
1,000 pounds of objects. There are two windows on
one of the walls that peer out, giving vision of the Once used, this property cannot be used again until you
outside world. finish a long rest.

60
  For every hour that passes, a creature can attempt to
escape by succeeding on a DC 15 Strength saving
Challenge Rating 22 throw. On a success, the creature is regurtitated, falling
Carves/Capture 6 prone in a space within 10 feet of you. Also, whenever
Carve Chance Capture Chance Material Slots you take 40 damage or more on a single turn, you must
succeed on a DC 16 Constitution saving throw, or
1-4 1-4 Savage Hide (A) regurgitate any swallowed creature and all swallowed
objects, which fall prone in a space within 10 feet of
5-7 5-8 Savage Scale (A)
you. Speaking the armor's command word again spits
8-10 9-11 Savage Talon (W) out the creature or an object of your choice.
11-12 12-14 Savage Tallfang (W) Savage Gem
You have immunity to cold damage while you wear this
13-14 ----- Savage Scalp (A,W) armor.
15-17 15-18 Savage Saliva (A,W)
WEAPON MATERIAL EFFECTS
18-19 19-20 Savage Tail (A,W) Savage Talon
20 ----- Savage Gem (A,W) Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.

ARMOR MATERIAL EFFECTS Savage Tallfang


Savage Hide Partbreaker+3. You deal an extra 1d10 damage when
Carving Celebrity+. While you are attuned to this armor, you critically hit with this weapon.
you can carve a creature of CR 15 or lower 1 extra time. Savage Scalp
When you cast a necromancy spell, you gain a +3 bonus
Savage Scale to its spell attack roll or increase its spell save DC by 2.
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a Savage Saliva
bonus action; so long as you are the one consuming it. (Sorcerer and Wizard only) The weapon has 10 runes.
You can use an action to expend 1 or more of its runes
Savage Scalp to cast one of the following spells from it, using your
While you wear this armor, you taste in all directions, spell save DC: cause fear (1 rune), ray of enfeeblement
and you have advantage on Wisdom (Perception) (2 runes), ray of sickness at 3rd level( 3 runes),
checks that rely on taste. contagion (4 runes), or harm (6 runes). The weapon
Savage Saliva regains 1d6 + 4 expended runes daily at dawn. If you
You cannot be frightened while you wear this armor. expend the last rune it can't regain any runes for one
week.
Savage Tail
While you wear this armor, you can use an action, to Savage Tail
speak the armor's command word and attempt to Your weapon deals an extra 1d6 fire damage and an
swallow either a creature, or object, that is Medium or extra 1d6 necrotic damage.
smaller. An unwilling creature must make a DC 14 Savage Gem
Dexterity saving throw to escape the armor's grasp. While you are attuned to this weapon, you can speak its
Once swallowed, the creature or object is transported to command word to exhale a beam of hellfire in a 60-foot
a room that exists on a plane of existence found only line that is 5 feet wide. Each creature in that line must
within the armor. The room is a 10 foot by 10 foot make a DC 15 Dexterity saving throw, taking 17 (5d6)
cube, and can hold a single, living creature, and up to fire damage and 17 (5d6) necrotic damage on a failed
1,000 pounds of objects. There are two windows on save, or half as much damage on a successful one. Once
one of the walls that peer out, giving vision of the used, you can't use this property again until you finish a
outside world. long rest.

61
 

Zinogre Tail
 Barbarian only. When you rage, you shroud yourself in an
Challenge Rating 10 aura of lightning. Any creature that ends its turn within
Carves/Capture 3 5 feet of you takes 1d4 lightning damage.
Carve Chance Capture Chance Material Slots Zinogre Jasper
1-5 1-5 Zinogre Carapace (A) You have resistance to lightning damage while you wear
this armor.
6-8 6-9 Zinogre Electrofur (A,W)
Zinogre Plate
9-10 10-12 Zinogre Claw (W) Whenever you make a saving throw against the
paralyzed condition, you do so with advantage.
11-12 13-15 Zinogre Shocker (W)
13 ---- Zinogre Shell (A) WEAPON MATERIAL EFFECTS
Zinogre Electrofur
14 16-17 Fulgurbug (A) While you are attuned to this weapon, you can use its
15-19 ----- Zinogre Tail (A) command word to give a weather prediction for the
next day, as detailed in the druidcraft cantrip. Once
20 18 Zinogre Jasper (A,W) used, you can't use this property again until the next
----- 19-20 Zinogre Plate (A,W) dawn.
Zinogre Claw
Your weapon deals an extra 1d6 lightning damage.
ARMOR MATERIAL EFFECTS
Zinogre Carapace Zinogre Shocker
Stam Recov. When you take a long rest, you reduce your Critical Element (lightning). When you critically hit with
exhaustion by 2 levels instead of 1. a weapon or spell that deals lightning damage, you deal
an extra 1d6 lightning damage.
Zinogre Electrofur
While you are wearing no armor and not holding a Zinogre Jasper
shield, your Armor Class equals 10 + your Dexterity When a creature must succeed on a saving throw due to
modifier + your Charisma modifier. the effect of your weapon attack, increase the save DC
by 1.
Zinogre Shell
When you take lightning damage while wearing this Zinogre Plate
armor, your walking speed increases by 20 feet until the Chain Crit. Every consecutive hit on a creature increases
end of your next turn. your crit range by 1 until you score a critical hit, miss an
attack, or hit a different creature.
Fulgurbug
While attuned to this armor, 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.

62
       
Challenge Rating 1/2 Challenge Rating 4
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Jagras Hide (A)
1-6 1-4 Great Jagras Scale (A)
9-15 Jagras Scale (A)
7-11 5-10 Great Jagras Hide (A)
16-20 Sharp Claw (W)
12-15 11-14 Great Jagras Mane (A)

ARMOR MATERIAL EFFECTS 16-20 15-16 Great Jagras Claw (W)


Jagras Hide ----- 17-20 Monsterbone+ (O)
You have a +1 bonus to Nature checks while you
wear this armor.
ARMOR MATERIAL EFFECTS
Jagras Scale Great Jagras Scale
You grow snake like fangs while you are attuned to You have a +2 bonus to Intimidation checks while
this weapon. you wear this armor.
WEAPON MATERIAL EFFECTS Great Jagras Hide
Sharp Claw Speed Eating. While you are attuned to this armor,
Your slashing weapon deals an extra 1 slashing you can use any consumable, such as a potion or
damage. food, as a bonus action; so long as you are the one
consuming it.
Great Jagras Mane
Free meal. While attuned to this armor, you no
longer need to eat or drink.

WEAPON MATERIAL EFFECTS


Great Jagras Claw
Palico Rally. NPC allies within 10 feet of you gain +1
AC and +1 to attack rolls while you are attuned to
this weapon.

OTHER MATERIAL EFFECTS


Monsterbone+
Rare weapon upgrade material.

63
  
Challenge Rating 1 Challenge Rating 6
Carves 1 Carves/Capture 3
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Girros Hide (A)
1-2 1-3 Monsterbone+ (O)
9-15 Girros Scale (A)
3-5 4-7 Great Girros Hide (A)
16-20 Girros Fang (W)
6-8 8-9 Great Girros Hood (A,W)

ARMOR MATERIAL EFFECTS 9-13 10-13 Great Girros Scale (A)


Girros Hide 14-16 ----- Great Girros Tail (W)
You have a +1 bonus to Stealth checks while you
wear this armor. 17-18 14-16 Great Girros Fang (W)

Girros Scale 19-20 17-20 Paralysis Sac (W)


Your eyes look like snake eyes while you wear this
armor, granting you blindsight out to 10 feet.
ARMOR MATERIAL EFFECTS
Great Girros Hide
WEAPON MATERIAL EFFECTS Palico Rally. NPC allies within 10 feet of you gain +1
Girros Fang AC and +1 to attack rolls while you are attuned to
A creature hit by this weapon must succeed a DC 8 this weapon.
Constitution saving throw or become incapacitated
and has its movement speed is reduced to 0 until Great Girros Hood
the start of its next turn. Effluvia Resis. You are immune to damage from
Effluvia and you reduce acid damage you take by 2
while you wear this armor.
Great Girros Scale
Whenever you make a saving throw against the
paralyzed condition, you do so with a +3 bonus.

WEAPON MATERIAL EFFECTS


Great Girros Hood
While attuned to this armor, you have darkvision out
to a range of 60 feet.
Great Girros Tail
(Hunting Horn only) Horn Maestro. While attuned to
this weapon, your melody lasts an extra 30 seconds
longer than normal.
Great Girros Fang
A creature hit by this weapon must succeed a DC 9
Constitution saving throw, or be incapacitated and
has its movement speed is reduced to 0 until the
end of its next turn.
Paralysis Sac
(Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard
only) While attuned to this weapon you can cast the
hold person spell at 2nd level once per day, without
expending a spell slot.

OTHER MATERIAL EFFECTS


Monsterbone+
Rare weapon upgrade material.

64
 (Gunlance) You can use your shell attack one extra
time between rests.
Challenge Rating 7
Carves/Capture 3
WEAPON MATERIAL EFFECTS
Carve Chance Capture Chance Material Slots Dodogama Hide
While attuned to this weapon, you gain a +1 bonus to
1-3 1-3 Monsterbone+ (O)
your spell attack rolls when casting fire spells.
4-6 4-7 Dodogama Hide (A,W)
Dodogama Jaw
7-9 8-9 Dodogama Jaw (W) (Sorcerer and Wizard only) You know the fire bolt
----- 10-12 Nourishing Extract (O) cantrip while wearing this armor.
Dodogama Tail
10-14 13-17 Dodogama Scale (A)
(Sorcerer and Wizard only) Mini-Bombardier. This
15-17 ---- Dodogama Tail (A,W) weapon has 5 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of
18-20 18-20 Dodogama Talon (A,W) 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
ARMOR MATERIAL EFFECTS runes). This weapon regains 1d4 + 1 expended runes
Dodogama Hide daily at dawn. If you expend the last rune it cannot
While you are wearing this armor, you can use your regain any runes for one week.
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. You can use this Dodogama Talon
property twice, regaining all uses when you finish a long (Gunlance only) Artillery+. While attuned to this
rest. weapon, your wyvernfire can now be used twice per
long rest and you can add your Strength modifier to the
Dodogama Scale damage of your shell attacks.
You have a +2 bonus to Animal Handling checks while
you wear this armor. OTHER MATERIAL EFFECTS
Dodogama Tail Monsterbone+
Whenever you make a saving throw against an attack or Rare weapon upgrade material.
spell that deals fire damage, you do so with a +2 bonus.
Nourishing Extract
Dodogama Talon A material that replaces the catalyst for crafting
(Charge Blade and Gunlance only) Capacity Boost. This demondrug or armorskin potions. It can also be used in
material provides one of the following armor properties place of mega nutrients when crafting max potions or
depending on which weapon it is placed in: ancient potions.
(Charge Blade) Your phial charge maximum is
increased by 1.

65
 ARMOR MATERIAL EFFECTS
Shamos Hide
Challenge Rating 1 Geologist. When you successfully gather a mining
Carves 1 resource, you instead gather 2.
Carve Chance Material Slots Shamos Scale
1-8 Sharp Claw (A) Detect. You gain a +1 bonus to your passive Perception
while you wear this armor.
9-15 Shamos Scale (A)
16-20 Shamos Hide (W) WEAPON MATERIAL EFFECTS
Sharp Claw
Your slashing weapon deals an extra 1 slashing damage.

Tobi-Kadachi Claw
 Jump Master+. While wearing this armor, you can cast
Challenge Rating 6 the jump spell from it as a bonus action at will, but can
Carves/Capture 3 target only yourself when you do so.
Carve Capture Electro Sac
Chance Chance Material Slots While wearing this armor, your walking speed becomes
1-3 1-3 Med Monsterbone (O) 30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
4-7 4-7 Tobi-Kadachi Pelt (A,W) heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than
8-12 8-11 Tobi-Kadachi Scale (A) your remaining movement would allow.
13-15 12-14 Tobi-Kadachi Membrane (A) Kadachi Gem
16-19 15-16 Tobi-Kadachi Claw (A,W) Evade Extender (S). You have a +1 bonus to Dexterity
saving throws while you wear this armor.
---- 17-19 Electro Sac (A,W)
20 20 Kadachi Gem (A) WEAPON MATERIAL EFFECTS
Tobi-Kadachi Pelt
While attuned to this weapon, you can use a bonus
ARMOR MATERIAL EFFECTS action to have this weapon to return to your hand so
Tobi-Kadachi Pelt long as it is within 200 feet of you.
You can don or doff your armor as an action, while you
are attuned to this armor. Tobi-Kadachi Claw
Your lightning spells deal an extra 1d4 lightning
Tobi-Kadachi Scale damage.
You have a +3 bonus to Acrobatics checks while you Electro Sac
wear this armor. Your weapon deals an extra 1d4 lightning damage.
Tobi-Kadachi Membrane
When you place this material into your armor it gains a OTHER MATERIAL EFFECTS
gliding membrane, which extends from your forearms to Med Monsterbone
your hindlegs. As an action or reaction, you can extend Rare armor upgrade material.
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. Once used, you can't use this property again until
you finish a short or long rest.

66
  V.Ultraplegia Sac
Whenever you make a saving throw against the
Challenge Rating 9 paralyzed condition, you do so with advantage.
Carves/Capture 3
V.Kadachi Gem
Carve Capture Evade Extender (M). You have a +2 bonus to Dexterity
Chance Chance Material Slots saving throws while you wear this armor.
1-4 1-3 V.Tobi-Kadachi Thickfur (A,W)
WEAPON MATERIAL EFFECTS
5-9 4-7 V.Tobi-Kadachi Shard (A,W) V.Tobi-Kadachi Thickfur
---- 8-10 V.Deadly Poison Sac (A,W) Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
10-13 11-13 V.Tobi-Kadachi Membrane (A) drawn a weapon as part of your move action.
14-16 14-17 V.Tobi-Kadachi Hardclaw (A) V.Tobi-Kadachi Shard
17-19 ---- V.Tobi-Kadachi thorn (A) While attuned to this weapon, your spell save DC is
increased by 2 when casting spells that paralyze or
---- 18-19 V.Ultraplegia Sac (A,W) poison a creature.
20 20 V.Kadachi Gem (A) V.Deadly Poison Sac
Your poison spells and attacks with this weapon deal an
extra 1d4 poison damage.
ARMOR MATERIAL EFFECTS
V.Tobi-Kadachi Thickfur Ultraplegia Sac
You can don or doff your armor as an action, while you (Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard only)
are attuned to this armor. While attuned to this weapon you can cast the hold
person spell from it, without expending a spell slot. You
V.Tobi-Kadachi Shard can use this property twice, regaining all expended uses
You have advantage on Acrobatics checks while you when you finish a long rest.
wear this armor. V.Kadachi Gem
V.Deadly Poison Sac When you attack a creature with this weapon and roll a
You have advantage on saving throws against the 20 on the attack roll, that target must make a DC 14
poisoned condition while you wear this armor. Constitution saving throw or be poisoned for 1 minute.
V.Tobi-Kadachi Membrane
OTHER MATERIAL EFFECTS
Constitution. The duration from slowing effects, such as
V. Deadly Poison Sac
the slow spell or a copper dragon's breath attack, are
You can make a DC 15 Wisdom (Poisoner's Kit) check
reduced by half while you wear this armor.
using this material as its ingredient plus a vial. On a
V.Tobi-Kadachi Hardclaw success you create a vial of wyvern poison (DMG p.
Jump Master+. While wearing this armor, you can cast 258). On a fail, the material is destroyed. If you fail the
the jump spell from it as a bonus action at will, but can save by 5 or more, you must make a saving throw
target only yourself when you do so. against the wyvern poison.
V.Tobi-Kadachi thorn
You are resistant to cold damage while you wear this
armor.

67
 WEAPON MATERIAL EFFECTS
Challenge Rating 8 Odogaron Sinew
Carves/Capture 3 Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
Carve Chance Capture Chance Material Slots drawn a weapon as part of your move action.
1-4 1-4 Odogaron Sinew (A,W)
Odogaron Claw
5-9 5-9 Odogaron Scale (A,O) Your weapon deals an extra 1d4 slashing damage.
10-13 10-12 Odogaron Claw (A,W) Odogaron Tail
(Light Bowgun only) When you hit a target with your
14-15 13-14 Odogaron Tail (W) demon ammo, its effect is doubled.
----- 15-17 Nourishing Extract (O) Odogaron Fang
16-18 ----- Odogaron Fang (W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
19 18 Odogaron Plate (A)
Odogaron Gem
20 19-20 Odogaron Gem (W) When you hit a creature with 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
ARMOR MATERIAL EFFECTS time you’ve wounded it, and it can then make a DC 13
Odogaron Sinew Constitution saving throw, ending the effect of all such
You have a +2 bonus to Intimidation checks while you wounds on itself on a success. Alternatively, the
wear this armor. wounded creature, or a creature within 5 feet of it, can
use an action to make a DC 15 Wisdom (Medicine)
Odogaron Scale check, ending the effect of such wounds on it on a
While you are wearing this armor, you can use your success.
reaction or bonus action to gain resistance to necrotic
damage until the end of your next turn. You can use this
OTHER MATERIAL EFFECTS
property twice, regaining all uses when you finish a long
Nourishing Extract
rest.
A material that replaces the catalyst for crafting
Odogaron Claw demondrug or armorskin potions. It can also be used in
Marathon Sprinter. While wearing this armor, your place of mega nutrients when crafting max potions or
walking speed increases by 10 feet. ancient potions.
Odogaron Plate Odogaron Scale
Negate Bleeding. You are immune to wounding effects, A material used to craft Oil of Sharpness (DC 15
such as the Odogaron's bloody wound or the bearded Alchemist Tools).
devil's infernal wound while you wear this armor.

68
  WEAPON MATERIAL EFFECTS
Challenge Rating 12 Hard Ebony Odogaron Sinew
Carves/Capture 3 Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
Carve Capture drawn a weapon as part of your move action.
Chance Chance Material Slots
Ebony Odogaron Shard
1-4 1-4 Hard Ebony Odogaron Sinew (A,W) You gain a + 1 bonus to your spell attack rolls and spell
5-9 5-9 Ebony Odogaron Shard (A,W) save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
10-13 10-12 Ebony Odogaron Hardclaw (A,W) necrotic damage, such as the inflict wounds or vampiric
touch spell.
14-15 13-14 Ebony Odogaron Lash (W)
Ebony Odogaron Hardclaw
----- 15-17 Nourishing Extract (O) While attuned to this weapon, your eyes glow red, your
16-18 ----- Ebony Odogaron Hardfang (A,W) mouth emits a black smoke, and your weapon deals an
extra 1d6 necrotic damage.
19 18 Ebony Odogaron Gem (A,W)
Ebony Odogaron Lash
20 19-20 Ebony Odogaron Mantle (W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
ARMOR MATERIAL EFFECTS Ebony Odogaron Hardfang
Hard Ebony Odogaron Sinew Critical Status. When you make a weapon attack with
Tool Specialist. While wearing this armor your this weapon, and roll a 20 for the attack roll, the target
proficiency bonus is double for any ability check made is afflicted with dragonblight until the end of its next
with a tool you are proficient with. turn.
Ebony Odogaron Gem
Ebony Odogaron Shard
While attuned to this weapon, you can use a bonus
Negate Bleeding. You are immune to wounding effects,
action to move up to half your movement speed
such as the Odogaron's bloody wound or the bearded
towards an enemy creature.
devil's infernal wound while you wear this armor.
Ebony Odogaron Mantle
Ebony Odogaron Hardclaw
Latent Power +1. When you are reduced to a quarter of
While you wear this armor you have advantage on
your maximum hit points for the first time in combat or
Charisma (Intimidation) and Dexterity (Acrobatic)
at the start of your turn on the 10th round of combat,
checks.
whichever comes first, you gain the effects of the haste
Ebony Odogaron Hardfang spell for 1 minute. Once used, you must finish a short
You have resistance to necrotic damage while you wear or long rest before you can use this property again.
this armor.
Ebony Odogaron Gem OTHER MATERIAL EFFECTS
When you make a melee attack against a creature while Nourishing Extract
wearing this armor, you don't provoke opportunity A material that replaces the catalyst for crafting
attacks from that creature for the rest of the turn, demondrug or armorskin potions. It can also be used in
whether you hit or not. place of mega nutrients when crafting max potions or
ancient potions.

69


  WEAPON MATERIAL EFFECTS


Challenge Rating 21 Gore Magala Carapace
Carves/Capture 6 When held, this weapon draws in light, snuffing all
nonmagical flames within 30 feet out. It turns dim light
Carve Capture into darkness and bright light into dim light.
Chance Chance Material Slots
1-3 1-5 Gore Magala Carapace (A,W) Gore Magala Ripclaw
(Melee Weapon only) When you attack a creature with
4-5 6-7 Gore Magala Ripclaw (A,W) this weapon and roll a 20 on the attack roll, that target
takes an extra 4d6 weapon damage. Then roll another
6 8-10 Gore Magala Wing (A,W) d20. If you roll a 20, you remove one of the target’s
7-10 ---- Gore Magala Tail (A,W) limbs, with the effect of such loss determined by the
GM. If the creature has no limb to sever, you lop off a
11-13 11-13 Frenzy Crystal (W) portion of its body instead.
14-15 14-15 Gore Magala Feeler (A,W) Gore Magala Wing
16-17 16-18 Defiled Scale (A,W) Spirit. When fighting a Huge or larger creature, your
weapon deals 1d6 extra damage and its crit range is
18-19 19 Gore Magala Plate (A,W) increased by 1
20 20 Gore Magala Nyctgem (A,W) Gore Magala Tail
Your weapon deals an extra 1d8 necrotic damage.
Gore Magala Feeler
ARMOR MATERIAL EFFECTS
(Melee Weapon only) This Weapon has 3 Runes. While
Gore Magala Carapace
holding it, you can use an action and expend 1 rune to
Frenzy Res. Whenever you make a saving throw against
release a wave of terror. Each creature of your choice in
the frenzy virus, you do so with advantage.
a 30-foot radius extending from you must succeed on a
Gore Magala Ripclaw DC 15 Wisdom saving throw or become frightened of
Evasion. You have advantage on Dexterity saving throws you for 1 minute. While it is frightened in this way, a
while you wear this armor. 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
Gore Magala Wing within 30 feet of you. It also can't take reactions. For its
Biology. You become proficient with dung bombs while action it can use only the dash action or try to escape
you are wearing this armor, and you are immune to from an effect that prevents it from moving. If it has
blight effects such as waterblight, iceblight, or the nowhere it can move, the creature can use the dodge
blight spell. action. At the end of each of its turns, a creature can
Gore Magala Tail repeat the saving throw, ending the effect on itself on a
Your passive Perception is increases by 5 and you have success.
advantage on Dexterity (Stealth) checks made to hide The weapon regains 1d3 expended Runes daily at dawn.
while you wear this armor.
Defiled Scale
Gore Magala Feeler Your weapon deals an extra 1d10 necrotic damage.
You have resistance to cold damage while you wear this
armor. Gore Magala Plate
You gain a + 3 bonus to your spell attack rolls and spell
Defiled Scale save DC while attuned to this weapon.
While you wear this armor, it projects an illusion that
makes you appear to be standing in a place near your Gore Magala Nyctgem
actual location, causing any creature to have (Cleric and Druid only) The weapon has 10 runes. While
disadvantage on attack rolls against you. If you take holding it, you can use an action to expend 1 or more of
damage, the property ceases to function until the start its runes to cast one of the following Spells from it,
of your next turn. This property is suppressed while you using your spell save DC: inflict wounds (3rd level, 3
are incapacitated, restrained, or otherwise unable to runes), blindness/deafness (2 runes), bestow curse (3
move. runes), blight (4 runes), or circle of death (6 runes)
eyebite(sickened) (6 runes). The weapon regains 1d6 +
Gore Magala Plate 4 expended runes daily at dawn. If you expend the last
You have immunity to cold damage while you wear this rune it cannot regain any runes for one week.
armor.
Gore Magala Nyctgem OTHER MATERIAL EFFECTS
If you aren't wearing armor; your base Armor Class is 15 Frenzy Crystal
+ your Dexterity modifier. A legendary research material and quite valuable.

70
  S.Magala Mantle
While attuned to this armor, you have truesight out to a
Challenge Rating 25 range of 60 feet.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
S.Magala Shard
1-3 S.Magala Shard (A,W) Peak Performance. When your hit points are full and you
4-5 S.Magala Cortex (A,W) 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
6 S.Magala Purifier (A,W) use the new roll, even if the new roll is a 1 or a 2.
7 S.Magala Lightwing (A,W) S.Magala Cortex
8-9 S.Magala Lash (A) Quick Load. You can reload as a free action while you
wear this armor.
10-11 S.Magala Hardhorn (W)
S.Magala Purifier
12 S.Magala Prismwing (A,W) Your weapon deals an extra 1d8 radiant damage.
13-14 Pure Scale (A,W) S.Magala Lightwing
(Spellcaster only) This weapon has 3 runes that it
15 S.Magala Phosgem (A,W) regains daily at dawn. When you hit a creature, you can
16 S.Magala Mantle (A,W) expend 1 rune to cast the faerie fire spell using your
save DC centered on the target. If you are in the area,
17-18 Pure Frenzy Crystal (O) you automatically succeed on the save.
19-20 Vile Frenzy Crystal (O) S.Magala Hardhorn
Your weapon deals an extra 1d10 radiant damage.
ARMOR MATERIAL EFFECTS S.Magala Prismwing
S.Magala Shard Latent Power +2. When you are reduced to a half of your
Handicraft+3. For 24 hours, you gain proficiency with maximum hit points for the first time in combat or at
three artisan tool of your choice each dawn. the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
S.Magala Cortex spell for 1 minute. Once used, you must finish a short
Gourmand. While attuned to this armor, you double or long rest before you can use this property again.
amount of days you can go without food or water before
Pure Scale
suffering a level of exhaustion.
Trump Card. You have advantage on attack rolls vs
S.Magala Purifier creatures that are grappled.
(Lance only) While you are holding this weapon, you
S.Magala Phosgem
cannot be knocked prone. Also, your AC bonus from its
Elderseal. A creature hit by this weapon cannot use an
guard property now last until the start of your next turn.
action that has a recharge until the start of your next
S.Magala Lightwing turn. The creature can still roll to recharge its ability at
While wearing this armor, you can use an action to the end of its turn.
speak its command word to grow wings that look like
S.Magala Mantle
the Shagaru Magala's. You gain a flying speed of 60 feet
This weapon has 2 runes that recharge daily at dawn.
for 24 hours or until you end the effect as an action.
You may expend a rune to cause three 60-foot tall spore
Once used, this property can't be used again for 3 days.
geysers, that are 5 feet wide, to erupt from the ground.
S.Magala Lash These geysers must appear within a 60 foot radius
You have resistance to cold damage while you wear this around you. A creature within a geysers area, must make
armor. on a DC 17 Constitution saving throw, or take 6d8
necrotic damage on a failed save, or half as much on a
S.Magala Prismwing
successful one.
You have advantage on saving throws against spells
while you wear this armor.
OTHER MATERIAL EFFECTS
Pure Scale Pure Frenzy Crystal
You have immunity to cold damage while you wear this A crystal so pure it hardly belongs in this world. Sows
armor. destructive impulses.
S.Magala Phosgem
Vile Frenzy Crystal
This armor has 5 runes. It regains 1d4 + 1 charges daily
A sanity-robbing crystal. The Guild demands these be
at dawn. When you roll a Dexterity saving throw or you
turned in immediately.
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.

71
 Leshen Antlers
Super Recovery. Whenever you would gain temporary
Challenge Rating 12 hit points, you can instead increase your hit point
Carves 3 maximum and current hit points by that amount for 24
Carve Chance Material Slots hours. You can only increase your maximum hit points
by 20 with this effect, any additional temporary hit
1-5 Leshen Claw (A,W) points gained beyond that are lost. Once used, this
property can't be used again for 24 hours.
6-10 Cursed Bone (A,W)
11-13 Leshen Resin (A,W) WEAPON MATERIAL EFFECTS
14-18 Leshen Skull (A,W) Leshen Claw
Your weapon deals an extra 1d6 slashing damage.
19-20 Leshen Antlers (A,W)
Cursed Bone
Weakness Exploit. Your weapon deals max damage to a
ARMOR MATERIAL EFFECTS creature that is vulnerable to this weapons damage type.
Leshen Claw Leshen Resin
Marathon Runner+. While wearing this armor, your While holding this weapon, you can use an action to
walking speed increases by 10 feet and you ignore summon a shamos to your aid for 1 hour. it will act on
difficult terrain if it was not created by a magical effect. your turn in the initiative and will flee if you or your
allies attempt to harm it. One you use this property, you
Cursed Bone
cannot use it again for 3 days.
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores. Leshen Skull
Critical Eye. Your weapon attacks critical hit range is
Leshen Resin
increased by 1.
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you Leshen Antlers
have. This weapon has 5 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
Leshen Skull
burning hands spell (save DC 14) from it. For 1 charge,
While wearing this armor, you can cast the misty step
you cast the 1st-level version of the spell. You can
spell from it as a bonus action. You can use this
increase the spell slot level by one for each additional
property twice, regaining all expended uses daily at
rune you expend.
dawn. The mist takes the form of a murder of crows.
This weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last runes, roll a d20. On a 1.
The weapon can't regain any runes for 1 week.

72
  WEAPON MATERIAL EFFECTS
Challenge Rating 21 Leshen Claw
Carves 3 Your weapon deals an extra 1d8 slashing damage.
Carve Chance Material Slots Cursed Bone
(Spellcaster Only) While you are attuned to this weapon,
1-5 Leshen Claw (A,W)
you can use a bonus action to summon a murder of
6-10 Cursed Bone (A,W) crows to your aid for 1 minute. As part of the same
bonus action, you can make a range spell attack against
11-13 Leshen Resin (A,W) a creature within 80 feet of you. On a hit, the target
14-18 Leshen Skull (A,W) takes piercing damage equal to 1d6 + your spellcasting
ability modifier.
19-20 Leshen Antlers (A,W)
As a bonus action on your turn, you repeat the attack
against a creature within 60 feet of you.
ARMOR MATERIAL EFFECTS Once used, this property can't be used again until the
Leshen Claw next dawn.
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore Leshen Resin
difficult terrain if it was not created by a magical effect. While holding this weapon, you can use an action to
summon 1d4 shamos to your aid for 1 hour. They will
Cursed Bone act on your turn in the initiative and will flee if you or
Recovery Speed+. Whenever you roll a Hit Die to regain your allies attempt to harm either of them. One you use
hit points, double the number of hit points it restores. this property, you cannot use it again for 3 days.
Additionally, you regain all expended hit die when you
Leshen Skull
finish a long rest.
Critical Eye+. Your weapon attacks critical hit range is
Leshen Resin increased by 2.
Health Boost+. While wearing this armor, your hit point
Leshen Antlers
maximum increases by 2 for each character level you
(Sorcer and Wizard only) Bombardier. The weapon has
have.
10 runes, you can use an action to expend 1 or more of
Leshen Skull its runes to cast one of the following Spells from it,
This armor has 3 runes, which it regains daily at dawn. using your spell save DC: scorching ray (2 runes), Melf's
You can expend a rune to cast the misty step spell as a Minute Meteors (3 runes), or Wall of Fire (4 runes). The
bonus action or the entangle spell as an action. weapon regains 1d6 + 4 expended runes daily at dawn.
If you expend the last rune it cannot regain any runes for
Leshen Antlers
one week.
Super Recovery+. While wearing this armor, you regain
1d6 hit points every 10 minutes provided that you have
at least 1 hit point. Also, whenever you would gain
temporary hit points, you can instead increase your hit
point maximum and current hit points by that amount
for 24 hours. You can only increase your maximum hit
points by 20 with this effect, any additional temporary
hit points gained beyond that are lost. Once used, this
property can't be used again for 24 hours.

73


ARMOR MATERIAL EFFECTS


 Hydro Hide
Challenge Rating 1 While wearing this armor, you have a swimming speed
Carves 1 equal to your walking speed.
Carve Chance Material Slots
1-10 Hydro Hide (A) WEAPON MATERIAL EFFECTS
Immature Sponge
11-16 Immature Sponge (W) You have advantage on checks to find a fishing spot and
to catch any fish while you wear this armor.
17-20 Sm Monsterbone (O)
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.

  R.Ludroth Tail


Divine Blessing. When you take damage you are not
Challenge Rating 5 immune or resistant to, roll a d4 and reduce the damage
Carves/Captures 3 you take by the number rolled. You can use this feature
Carve Chance Capture Chance Material Slots a number of times equal to your Wisdom modifier. You
regain all expended uses when you finish a long rest.
1-4 1-2 Spongy Hide (A)
R.Ludroth Crest
5-9 3-4 R.Ludroth Scale (A) Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
10-12 5-7 R.Ludroth Claw (W) reduced by half while you wear this armor.
13-14 8-12 Dash Extract (O)
WEAPON MATERIAL EFFECTS
15-16 13-16 Aqua Sac (A,W)
R.Ludroth Claw
17-19 17-19 R.Ludroth Tail (A,W) This weapon deals maximum weapon damage to a
creature that has an innate swimming speed.
20 20 R.Ludroth Crest (A,W)
Aqua Sac
You can cast the water breathing spell once per long
ARMOR MATERIAL EFFECTS rest, while you wear this armor.
Spongy Hide
While you are wearing this armor, you can use your R.Ludroth Tail
reaction or bonus action to gain resistance to cold When you hit a creature with this weapon, they must
damage until the end of your next turn. Once you use make a DC 10 Constitution saving throw or become
this property, you cannot use it again until you finish a poisoned with waterblight until the end of their next
long rest. turn.
R.Ludroth Crest
R.Ludroth Scale Your weapon deals an extra 1d4 cold damage.
While wearing this armor, you gain +2 AC while
completely submerged in water.
OTHER MATERIAL EFFECTS
Aqua Sac Dash Extract
You can hold breath underwater for twice as long as Crafting material for mega dash juice.
normal.

74
 WEAPON MATERIAL EFFECTS
Challenge Rating 1/2 Uroktor Scale
Carves 1 As a bonus action, you can speak this weapon's
command word, causing it to shed bright light in a 20
Carve Chance Material Slots foot radius and dim light for an additional 20 feet.
1-2 Dragonfell Berry (O)
3-14 Uroktor Scale (A,W) OTHER MATERIAL EFFECTS
Jumbo Bone
15-20 Jumbo Bone (O) Uncommon armor upgrade material.
Dragonfell Berry
ARMOR MATERIAL EFFECTS Can be eaten as a ration.
Uroktor Scale
Wisps of harmless, odorless smoke rise from this armor
while it is worn.

 Agnaktor Beak


This armor has 3 runes, it regains all expended runes
Challenge Rating 6 daily at dawn. While wearing this armor, you can use an
Carves/Capture 3 action to expend 1 or more of its runes to reduce your
Carve Chance Capture Chance Material Slots movement speed by 10 feet, but increase your AC
bonus by 1 for each rune expended. This effect lasts for
1-5 ---- Agnaktor Shell (A,W) 1 minute, expending an additional rune does not extend
its duration.
6-8 1-6 Agnaktor Hide (A)
9 7-9 Agnaktor Claw (W) WEAPON MATERIAL EFFECTS
10-11 10-13 Agnaktor Scale (A) Agnaktor Shell
While holding this weapon, you can use an action to
12 14-15 Firestone (W) cast the light cantrip from it. Once used, this property
can't be used again until the next dawn.
13-14 ---- Agnaktor Tail (W)
15-17 16-19 Agnaktor Fin (W) Agnaktor Claw
When you cast a spell that deals fire damage, you gain a
18 ---- Monsterbone+ (O) +1 bonus to its spell attack roll.
19-20 20 Agnaktor Beak (A,W) Firestone
When you roll a 20 on your attack roll with this weapon,
the target creature catches fire. Until someone takes an
ARMOR MATERIAL EFFECTS action to douse the flames, the creature takes 1d4 fire
Agnaktor Shell damage at the start of each of its turns.
While you are wearing this armor, you can use your
Agnaktor Tail
reaction or bonus action to gain resistance to fire
Your fire spells deal extra 1d4 fire damage.
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a Agnaktor Fin
long rest. (Greatsword and Lance only) You gain an extra +1 bonus
to your AC until the end of your next turn, whenever you
Agnaktor Hide use a reaction that would increase your AC.
You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor. Agnaktor Beak
Precision. While attuned to this weapon, you gain +1
Agnaktor Scale bonus to range attack rolls with this weapon if the
You have a +2 bonus to Athletics checks while you wear target did not move on their last turn.
this armor.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare armor upgrade material.

75
 You can speak another command word as an action to
make the illuminated globe rise into the air and float no
Challenge Rating 7 more than 5 feet off the ground. The globe hovers in
Carves/Capture 3 this way until you or another creature grasps it. If you
Carve Capture move more than 60 feet from the hovering globe, it
Chance Chance Material Slots follows you until it is within 60 feet of you. It takes the
shortest route to do so. If prevented from moving, the
1-7 1-7 Gobul Hide (A) globe light winks out, it sinks gently to the ground and
vanish.
8-12 8-12 Gobul Spike (A,W)
When you place the globe into your hand, you can use
13-15 13-16 Gobul Paralysis Sac (W) an action to cause it to vanish in a puff of smoke.
16-17 ----- Gobul Fin (A)
WEAPON MATERIAL EFFECTS
18-19 17-19 Gobul Whisker (A,W)
Gobul Spike
20 20 Gobul Lantern (A,W) This weapon has 3 runes. While you carry it, you can use
an action and expend 1 charge to cast the dominate
beast (save DC 15) spell from it, on a beast that has an
ARMOR MATERIAL EFFECTS innate swimming speed. This weapon regains 1d3
Gobul Hide expended charges daily at dawn.
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold Gobul Paralysis Sac
damage until the end of your next turn. You can use this This weapon has 3 runes which are regained every day at
property twice, regaining all uses when you finish a long dawn. When you hit a creature with this weapon, you
rest. may expend a rune to have the target make a DC 13
Constitution saving throw. On a fail the creature is
Gobul Spike incapacitated and has its movement speed is reduced to
Whenever you make a saving throw against the 0 for 1 minute. The creature may repeat its saving throw
paralyzed condition, you do so with a +2 bonus. at the end of its turn, ending the effect on a success.
Gobul Fin Gobul Whisker
You have a swimming speed of 40 feet while you wear Critical Eye. Your weapon attacks critical hit range is
this armor. increased by 1.
Gobul Whisker Gobul Lantern
Speed Eating. While you are attuned to this armor, you (Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard only)
can use any consumable, such as a potion or food, as a While attuned to this weapon, you can use an action to
bonus action; so long as you are the one consuming it. cast the hold person spell at 2nd level from it, without
expending a spell slot. Once used, this property can't be
Gobul Lantern used again until the next dawn.
While attuned to this weapon, you can use an action to
conjure a globe of thick glass in your hand. You can
speak its command word to cause it to emanate the
light or daylight spell. Once used, the daylight effect
can't be used again until the next dawn.

   


While using these loot tables in a Monster Hunting
setting (which you most likely are), the gobul spike
material will also work on Leviathans, Amphibians,
Carapaceons and Piscine Wyverns in the Monster
Hunter Monster Manual that has an innate swim
speed.

76

Challenge Rating 8
Carves/Capture 3
Carve Capture
Chance Chance Material Slots
1-8 1-10 Nibelsnarf Hide (A)
9-13 ---- Nibel Carapace (A)
14-16 11-14 Nibelsnarf Claw (W)
17-19 15-19 Brilliant Fluid (A,W)
20 20 Nibelsnarf Scalp (A,W)

ARMOR MATERIAL EFFECTS


Nibelsnarf Hide
Gourmand. While attuned to this armor, you double
amount of days you can go without food or water
before suffering a level of exhaustion.
Nibel Carapace
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Brilliant Fluid
While you wear this armor, you can use a bonus
action to exhale sand and debris in a 15-foot cone.
Each creature in that area must make a DC 13
Dexterity saving throw, taking 3d6 bludgeoning
damage on a failed save, or half as much damage on
a successful one.
Once used, this property cannot be used again until
you finish a long rest.
Nibelsnarf Scalp
While you wear this armor, you have advantage on
Dexterity (Stealth) checks made to hide in desert
terrain.

WEAPON MATERIAL EFFECTS


Nibelsnarf Claw
(Bow, Light Bowgun, and Heavy Bowgun only) Pellet
Shot. When you roll a 15 or higher on your attack roll
with this weapon while using normal ammo, you can
make an attack against an additional creature within
5 feet of your original target.
Brilliant Fluid
(Druid, Sorcerer, and Wizard only) While attuned to
this weapon you can cast the Earth Tremor and the
Dust Devil spell at 2nd level once per day, without
expending a spell slot.
Nibelsnarf Scalp
(Melee Weapon only) When you hit a creature with
this weapon, they must make a DC 13 Dexterity
saving throw or become blinded until the start of
their next turn.

77
 Mizutsune Water Gem
Bubbly. While attuned to this armor, you have advantage
Challenge Rating 11 on Dexterity saving throws. Also the durations from
Carves/Capture 3 slowing effects, such as the slow spell or a copper
Carve Capture dragon's breath attack, are reduced by half.
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-6 1 Mizutsune Scale (A) Mizutsune Claw
7-9 2-4 Mizutsune Claw (W) You gain +1 to spell attack rolls and you ignore half
cover when making a spell attack.
10-11 5-6 Bubble Fluid (A,W)
Bubble Fluid
12-13 7-11 Mizutsune Pelt (A) When you hit a creature with this weapon, the creature
14-16 12-15 Mizutsune Tail (W) must succeed a DC 13 Dexterity saving throw or
become slick. A creature can use its action on itself or
17-18 16-17 Mizutsune Fin (W) another adjacent creature to wipe off the liquid,
---- 18 Mizutsune Purplefur (A) removing the effect.
Mizutsune Tail
19 19 Mizutsune Plate (A,W)
This weapon has 5 runes. While holding it, you can use
20 20 Mizutsune Water Gem (A,W) an action and expend 1 rune to speak its command
word. For the next minute, you know the direction of
the nearest creature hostile to you within 60 feet, but
ARMOR MATERIAL EFFECTS not its distance from you. The weapon can sense the
Mizutsune Scale presence of hostile creatures that are ethereal, Invisible,
Gourmand. While attuned to this armor, you double disguised, or hidden, as well as those in plain sight. The
amount of days you can go without food or water before effect ends if you stop holding the weapon. This
suffering a level of exhaustion. weapon regains 1d4 + 1 expended runes daily at dawn.
Bubble Fluid Mizutsune Fin
While you are attuned to this armor, you can cast the (Hunting Horn only) Your maximum cord length is
Otiluke's Resilient Sphere spell once per day. increased by 1 when holding this weapon.
Mizutsune Pelt Mizutsune Plate
While wearing this armor, you ignore difficult terrain Crisis. While suffering from an abnormal status effect,
from spells like grease or other environmental effects such as poisoned, burning, slowed, blinded, etc, all
that cause the ground to become slippery. Additionally, attacks and spells deal an extra 1d10 spell or weapon
you have advantage on saving throws against the slick damage.
condition. Mizutsune Water Gem
Mizutsune Purplefur (Spellcaster only) While attuned to this weapon, you
You have resistance to cold damage while you wear this know the watery sphere spell. If you prepare spells, you
armor. always have it prepared, and it doesn't count against the
number of spells you can prepare each day. If this spell
Mizutsune Plate is not on your class list, the spell is nonetheless a class
While attuned to this armor, your steps make no sound, spell for you.
regardless of the surface you are moving across. You
also have advantage on Dexterity (Stealth) checks that
rely on moving silently.

78
 Lagiacrus Plate
You have resistance to lightning and thunder damage
Challenge Rating 14 while you wear this armor.
Carves/Capture 3
Carve Chance Capture Chance Material Slots WEAPON MATERIAL EFFECTS
Lagiacrus Scale
1-5 1-5 Lagiacrus Hide (A) While holding this weapon, you can use an action to
6-8 ---- Lagiacrus Scale (A,W) cast the spider climb spell from it. Once used, this
property can't be used again until the next dawn.
9-11 6 Lagiacrus Claw (W)
Lagiacrus Claw
---- 7-9 Lg Monster bone (O) Your weapon deals an extra 1d6 lightning damage.
12-13 ---- Lagiacrus Tail (A,W) Lagiacrus Tail.
14-16 10-12 Wyvern Claw (W) Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of
17-18 13-14 Lagiacrus Horn (A,W) 1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
19 15-19 Shell Shocker (W)
Wyvern Claw
20 20 Lagiacrus Plate (A,W) Your weapon deals an extra 1d8 lightning damage.
Lagiacrus Horn
ARMOR MATERIAL EFFECTS This weapon has 4 runes. When you hit a creature with
Lagiacrus Hide this weapon, you can expend 1 of its runes to have the
Olympic Swimmer. You have a swimming speed of 40 target make a DC 16 Constitution saving throw or be
feet while wearing this armor and your swim speed incapacitated and has its movement speed is reduced to
increases by an additional 10 feet for every lagiacrus 0 for 1 minute. The creature can repeat its saving throw
material your have in your weapon, armor, or trinket. at the end of its turns, ending the effect on a success.
The weapon regains 1d4 expended rune daily at dawn.
Lagiacrus Scale
While outside, as an action, you can strike a pose to call Shell Shocker
down a bolt of lighting from the sky that strikes in the Awaken. When this material is placed in a weapon that
distance behind to help create an intimidating scene. does not deal cold, fire, lightning, necrotic, or thunder
Each creature must make a DC 17 Charisma saving damage, it rolls one extra damage die when it hits. For
throw or become intimidated by you for 1 minute. A example a shortsword now rolls 2d6 and a greatsword
creature that is intimidated by you, will do what it takes deals 3d6.
to appease you or get rid of you. Lagiacrus Plate
Lagiacrus Tail (Light Bowgun only) Rapid Fire. Whenever you use the
When a creature hits with a melee weapon attack you attack action on your turn using this weapon, you can
while you wear this armor, you can use your reaction to make one additional attack with it as a bonus action.
use the shove the attacker away from you.
OTHER MATERIAL EFFECTS
Lagiacrus Horn Lg Monster bone
You have resistance to lighting damage while you wear Very rare armor upgrade material.
this armor.

79


Tetsucabra Tusks
 You gain a burrowing speed of 10 feet while you wear
Challenge Rating 4 this armor.
Carves/Capture 3
Carve Chance Capture Chance Material Slots WEAPON MATERIAL EFFECTS
Tetsucabra Scale
1 1-4 Jumbo Bone (O) While attuned to this weapon, you can use an action to
2-6 5-6 Tetsucabra Scale (A,W) conjure an ethereal pickaxe at will. When using this
pickaxe, you have advantage on Strength (Athletic)
7-9 7-9 Tetsucabra Shell (A) checks.
10-11 10-13 Tetsucabra Claw (W) Tetsucabra Claw
12-13 14-16 Dignified Skull (A,W) While attuned this weapon, you can cast the mold earth
cantrip at will.
14-17 17-20 Paddock Oil (O)
Dignified Skull
18-20 ---- Tetsucabra Tusks (A,W) (Range Weapon only) Deadeye. Your weapon's normal
attack range is increased by 20 feet.
ARMOR MATERIAL EFFECTS Tetsucabra Tusks
Tetsucabra Scale Punish Draw. A creature hit for the first time by the
While you are wearing this armor, you can use your Hammers Mighty Weapon, has disadvantage on the
reaction or bonus action to gain resistance to fire saving throw.
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a OTHER MATERIAL EFFECTS
long rest. Paddock Oil
When this oil is applied to the skin, the target gains
Tetsucabra Shell tremorsense out to 30 feet for 1 hour.
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus. Jumbo Bone
Uncommon armor upgrade material.
Dignified Skull
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
armor.

 ARMOR MATERIAL EFFECTS


Sharqskin Scale
Challenge Rating 1/2 While wearing this armor, you have a swimming speed
Carves 1 equal to your walking speed.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-7 Sharp Fang (W)
Sharp Fang
8-14 Meaty Hide (O) Your slashing weapon deals an extra 1 slashing damage.
15-18 Monster Guts (O)
OTHER MATERIAL EFFECTS
19-20 Sharqskin Scale (A) Meaty Hide
This material can be cooked for 2 days of rations
Monster Guts
Monster innards. A prized delicacy worth 50 gp.

80
 Zamtrios Tailblade
While you wear this armor, you have a swimming speed
Challenge Rating 5 equal to your walking speed, you can breathe
Carves/Capture 3 underwater, and you suffer no harm in water as cold as
Carve -20 degrees Fahrenheit.
Chance Capture Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 1-2 2x Paddock Oil (O) Zamtrios Scale
5-10 3-6 Zamtrios Hide (A) (Bladed Weapon only) You can place your weapon in the
water and 1d4 sushifish will impale themselves onto it.
11-13 7-9 Zamtrios Scale (A,W) Once used, this property can't be used again until then
14-16 10-12 Freezer Sac (A,W) next dawn.

17-18 13-14 Zamtrios Fin (W) Freezer Sac


(Light Bowgun) When you hit a creature with your water
19 15-17 Zamtrios Sawtooth (W) ammo it must make a DC 14 Constitution saving throw
20 18-20 Zamtrios Tailblade (A) or have its movement speed is reduced to 0 until the
end of its next turn on a failed save. On a successful
save, the creatures movement speed is reduced by 10
ARMOR MATERIAL EFFECTS feet.
Zamtrios Hide Zamtrios Fin
While wearing this armor, you can move across and (Druid, Sorcerer, or Wizard only) While attuned to this
climb icy surfaces without needing to make an ability weapon you know the ice knife spell. If you have to
check. Additionally, difficult terrain composed of ice or prepare spells, you always have it prepared, and it
snow doesn't cost it extra moment. doesn't count against the number of spells you can
prepare each day.
Zamtrios Scale
Meat Lover. Consuming meat, cooked or otherwise, Zamtrios Sawtooth
counts as 1 days ration. After consuming it you to Your weapon deals an extra 1d4 cold damage.
temporarily ignore one level of exhaustion for an hour.
Freezer Sac OTHER MATERIAL EFFECTS
(Spellcasters only) This armor has 2 runes, which it Paddock Oil
regains daily at dusk. While wearing it, you can expend a When applied to the skin, the target gains tremorsense
rune to cast armor of agathys. out to 30 feet for 1 hour.



 
Challenge Rating 1/2 Challenge Rating 1/2
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-8 Sm. Hermitaur Shell (A) 1-9 Sm. Ceantaur Shell (A)
9-15 Carapaceon Brains (O) 10-14 Sm Monsterbone (O)
16-20 Sharp Claw (W) 15-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Sm. Hermitaur Shell Sm. Hermitaur Shell
You reduce bludgeoning damage you take by 2 while You reduce slashing damage you take by 2 while you
you wear this armor. wear this armor.

WEAPON MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Sharp claw Sharp claw
Your slashing weapon deals an extra 1 slashing Your slashing weapon deals an extra 1 slashing
damage. damage.

OTHER MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Carapaceon Brains Sm Monsterbone
81 A rare delicacy, can be eaten as a ration or sold for Uncommon weapon upgrade material.
25 gp
   
Challenge Rating 9 Challenge Rating 13
Carves/Capture 3 Carves/Capture 3
Carve Capture Carve Capture
Chance Chance Material Slots Chance Chance Material Slots
1-4 1-3 Crab Pearl (O) 1-6 1-4 Crab Pearl (O)
5-12 4-6 Hermitaur Shell (A) 7-10 5-9 Ceanataur Shell (A,W)
13-15 7-10 Monsterbone+ (O) 11-13 10-11 Monster Toughbone (O)
16-17 11-15 Hermitaur Claw (A,W) 14-17 11-17 Ceanataur Leg (A,W)
18 16-19 Black Pearl (O) 18 18-19 Black Pearl (O)
19-20 20 Decayed Crimson Horn (A,W) 19-20 20 Ceanataur Claw (A,W)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Hermitaur Shell Ceanataur Shell
Guard. You cannot be pushed or knocked backwards Handicraft. For 24 hours, you gain proficiency with
while you wear this armor. one artisan tool of your choice each dawn.
Hermitaur Claw Ceanataur Leg
Well Rested+. When you finish a long rest, you gain You have resistance to cold damage while you wear
10 temporary hit points for 24 hours while attuned this armor.
to this armor.
Ceanataur Claw
Decayed Crimson Horn Greatsword only. While attuned to this armor, your
You have resistance to cold damage while you wear Guard AC bonus now last until the start of your next
this armor. turn.

WEAPON MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Hermitaur Claw Ceanataur Shell
Your weapon deals an extra 1d4 slashing damage. Ammo Saver. When you roll a 17-20 on a range
attack roll die, it does not consume the ammo or
Decayed Crimson Horn arrow.
Crisis. While suffering from an abnormal status
effect, such as poisoned, burning, slowed, blinded, Ceanataur Leg
etc, all attacks and spells deal an extra 1d10 spell or Critical Eye. Your weapon attacks critical hit range is
weapon damage. increased by 1.
Ceanataur Claw
OTHER MATERIAL EFFECTS Once per turn, when you hit a creature this weapon,
Crab Pearl you can wound the target. At the start of each of the
A jewel formed inside the body over many years wounded creature’s turns, it takes 1d4 necrotic
valued at 75 gp. damage for each time you’ve wounded it, and it can
then make a DC 15 Constitution saving throw,
Monsterbone+
ending the effect of all such wounds on itself on a
Rare weapon upgrade material.
success. Alternatively, the wounded creature, or a
Black Pearl creature within 5 feet of it, can use an action to
A pearl with a black glow valued at 250 gp. make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.

OTHER MATERIAL EFFECTS


Crab Pearl
A jewel formed inside the body over many years
valued at 75 gp.
Monster Toughbone
Very rare weapon upgrade material.
Black Pearl
A pearl with a black glow valued at 250 gp.

82
  Gaoren Pincer
Whenever you hit a creature with a melee weapon attack
Challenge Rating 30 with this weapon, you can restrain the creature instead
Carves/Capture 7 of dealing damage. You can only have one creature
Carve Chance Material Slots restrained in this way at a time.

1-5 Gaoren Shell (A,W) Gaoren Claw


While attuned to this weapon, as an action you can
6-9 Gaoren Pincer (A,W) exhale acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 20 Dexterity
10-12 Elder Dragon Bone (O) saving throw, taking 8d6 acid damage on a failed save,
13-16 Gaoren Claw (W) or half as much damage on a successful one.
17-18 Gaoren Carapace (A,W) Once used, this property cannot be used again until you
finish a long rest.
19-20 Gaoren Spine (A,W)
Gaoren Carapace
The first time you attack with this weapon on each of
ARMOR MATERIAL EFFECTS your turns, you can transfer some or all of the weapon's
Gaoren Shell bonus to your Armor Class, instead of using the bonus
Tremor-Proof. You cannot be knocked prone while you on any attacks that turn. The adjusted bonuses remain in
wear this armor. effect until the start of your next turn, although you
must hold the weapon to gain a bonus to AC from it.
Gaoren Pincer
Gaoren Spine
(Lance and Greatsword only) Your Guard AC bonus now
This weapon stores spells cast into it, holding them until
last until the start of your next turn and you cannot be
the wielder uses them. You must be attuned to this
knocked prone.
weapon to use it. The weapon can store up to 7 levels
Gaoren Carapace worth of spells at a time. Any creature can cast a spell of
Guts+2. When you are reduced to 0 hit points but not 1st through 7th level into the weapon by touching it as
killed outright, you can drop to 1 hit point instead. Once the spell is cast. The spell has no effect, other than to be
you use this property, you can’t use it again until you stored in the weapon. If the weapon can't hold the spell.
finish a short or long rest. the spell is expended without effect. The level of the
slot used to cast the spell determines how much space
Gaoren Spine
it uses.
You have immunity to cold damage and resistance to
While holding this weapon, you can cast any spell stored
thunder and lightning damage while you wear this
in it. The spell uses the slot level. spell save DC, spell
armor.
attack bonus, and spellcasting ability modifier of of the
original caster, but is otherwise treated as if you cast the
WEAPON MATERIAL EFFECTS spell. The spell cast from the weapon is no longer stored
Gaoren Shell in it, freeing up space.
Your weapon deals an extra 1d8 acid damage.
OTHER MATERIAL EFFECTS
Elder Dragon Bone
Any rarity armor upgrade material.

Players may also carve from the Lao-Shan Skull if it is destroyed during the fight using the loot table below

  Lao-Shan Horn


While wearing this armor, any critical hit against you
Carves 2 becomes a normal hit.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-10 Lao-Shan Scale (A,W) Lao-Shan Scale
11-19 Lao-Shan Shell (A,W) Your weapon deals an extra 2d6 bludgeoning damage
and it deals double damage to objects and structures.
20 Lao-Shan Horn (A,W)
Lao-Shan Shell
Quick Sheath. While attuned to this weapon, you can
ARMOR MATERIAL EFFECTS always sheath it as a free action even if you have already
Lao-Shan Scale drawn a weapon as part of your move action.
Marathon Runner+. While wearing this armor, your Lao-Shan Horn
walking speed increases by 10 feet and you ignore Steady Hand. Your weapon attacks critical hit range is
difficult terrain if it was not created by a magical effect. increased by 1 and it bypasses a creatures resistance to
Lao-Shan Shell slashing damage.
83 Evasion+. You gain a +1 bonus to all saving throws and
you have advantage on Dexterity saving throws while
you wear this armor.
 

 
Challenge Rating 7
Challenge Rating 2 Carves/Capture 3
Carves/Capture 1
Carve Capture
Carve Chance Material Slots Chance Chance Material Slots
1-10 Piscine Liver (O) 1-3 1-2 Piscine Liver (O)
11-15 Cephalos Scale (W) 4-7 3-10 Cephalos Fin (A)
16-19 Piscine Fang (W) 8-13 11-14 Cephalos Fang (A,W)
20 Cephalos Fin (A) 14-19 15-19 Med Monsterbone (O)
20 20 Coral Cephalos Scale (A,W)
ARMOR MATERIAL EFFECTS
Cephalos Fin
You have advantage Wisdom (Medicine) checks ARMOR MATERIAL EFFECTS
while you wear this armor. Cephalos Fin
You have advantage Wisdom (Medicine) checks
WEAPON MATERIAL EFFECTS while you wear this armor.
Cephalos Scale Cephalos Fang
Load up. Your normal ammo capacity increases by You suffer no harm from temperatures as warm as
10 while you are attuned to this weapon. 120 degrees Fahrenheit while you wear this armor
Piscine Fang Coral Cephalos Scale
Your weapon deals an extra 1 slashing damage. Constitution. The duration from slowing effects,
such as the slow spell or a copper dragon's breath
OTHER MATERIAL EFFECTS attack, are reduced by half while you wear this armor.
Piscine Liver
After it is cooked (DC 11), it can be eaten to cure WEAPON MATERIAL EFFECTS
any disease or poison. Cephalos Fang
Your cold spells deal extra 1d4 cold damage.
Coral Cephalos Scale
(Range Weapon only) Deadeye. Your weapon's
normal attack range is increased by 20 feet.

OTHER MATERIAL EFFECTS


Med Monsterbone
Rare armor upgrade material.
Piscine Liver
After it is cooked (DC 11), it can be eaten to cure
any disease or poison.

84
 
Challenge Rating 1/8 Challenge Rating 9
Carves 1 Carves/Capture 3
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-8 Monster Guts (O)
1-4 ----- Plesioth Fang (W)
9-15 Quality Fin (A,W)
5-15 1-7 Plesioth Scale (A)
16-20 Sharpened Fang (A,W)
16-18 8-12 Plesioth Fin (A,W)

ARMOR MATERIAL EFFECTS ----- 13-16 Plesioth Webbing (A)


Sharpened Fang 19 17-19 Plesioth Head (A,W)
You reduce slashing damage you take by 2 while you
wear this armor. 20 20 Wyvern Stone (A,W)

Quality Fin
While wearing this armor, your swimming speed is ARMOR MATERIAL EFFECTS
increased by 5 feet. Plesioth Scale
Airborne. While wearing this armor, you can cast the
WEAPON MATERIAL EFFECTS jump spell from it as a bonus action at will, but can
Sharpened Fang target only yourself when you do so.
Your slashing weapon deals an extra 1 slashing
Plesioth Fin
damage.
Speed Eating. While you are attuned to this armor,
Quality Fin you can use any consumable, such as a potion or
Current Resist. While holding this weapon you are food, as a bonus action; so long as you are the one
unaffected by the waters current, natural or magical, consuming it.
unless you otherwise choose to be. Plesioth Webbing
Master Mounter. You have advantage on Strength
OTHER MATERIAL EFFECTS (Athletic) checks when attempting to Climb Onto a
Monster Guts Bigger Creature (DMG 271).
Monster innards. A prized delicacy worth 50 gp.
Plesioth Head
Survivor. When an ally, that you can see, is reduced
to 0 hit points you can use your reaction to gain +1
AC, +1 damage, and +1 to attack rolls for 1 minute.
Once this ability has been used, it cannot be used
 again until the next dawn.
Challenge Rating 1 Wyvern Stone
Carves 1 Wide-Range. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all
Carve Chance Material Slots other creatures within a 10-foot radius of you gain
1-9 Gajau Skin (A) its effect.

10-16 Gajau Scale (A) WEAPON MATERIAL EFFECTS


17-20 Gajau Whisker (W) Plesioth Fang
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration
ARMOR MATERIAL EFFECTS of 1 minute or longer, the maximum duration of the
Gajau Skin condition is increased by 6 seconds.
You reduce cold damage you take by 2 while you Plesioth Fin
wear this armor. FastCharge. When you roll for initiative, your
Gajau Scale greatsword, longsword, or charge blade gains 1
While wearing this armor, your swimming speed is charge, spirit, or phial charge.
increased by 5 feet. Plesioth Head
Capturer. When you capture a creature, you gain one
WEAPON MATERIAL EFFECTS extra material from it.
Gajau Whisker
Wyvern Stone
Your weapon deals an extra 1 cold damage.
Quick Load. You can reload as a free action while you
wear this armor.

85
 
Challenge Rating 11 Challenge Rating 13
Carves/Capture 3 Carves/Capture 3
Carve Capture Carve Capture
Chance Chance Material Slots Chance Chance Material Slots
1-5 1-4 Jyuratodus Scale (A,W) 1-6 1-6 Lavasioth Scale (A,W)
6-9 5-8 Jyuratodus Shell (A) 7-10 7-11 Lavasioth Carapace (A)
10-12 9-11 Lg Monster Bone (O) 11-15 12-15 Lavasioth Fang (W)
13-15 12-14 Jyuratodus Fang (W) 16-19 16-18 Lavasioth Fin (A,W)
---- 15-17 Aqua Sac+ (W) 20 19-20 Lavasioth Gem (A,W)
16-19 18-19 Jyuratodus Fin (A,W)
20 20 Jyuratodus Gem (A,W) ARMOR MATERIAL EFFECTS
Lavasioth Scale
Heat Guard. While wearing this armor you are
ARMOR MATERIAL EFFECTS immune to damage from lava and you are unaffected
Jyuratodus Scale by extreme heat.
While wearing this armor you ignore difficult terrain
created by muddy terrain, swamps, or other water Lavasioth Carapace
sources that are waist deep. You have resistance to fire damage while you wear
this armor.
Jyuratodus Shell Lavasioth Fin
While wearing this armor, you have a swimming Wide-Range. When you use Herbs, Antidotes, Cool
speed equal to your walking speed. Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all
Jyuratodus Fin other creatures within a 10-foot radius of you gain
You have resistance to cold damage while you wear its effect.
this armor. Lavasioth Gem
Jyuratodus Gem Recovery Up. Whenever you regain hit points from
You armor is caked in a mud like substance any potion or plant, the first die is maximized.
increasing your AC by 3. Each time you are hit, some
of the mud breaks off reducing the bonus by 1. The WEAPON MATERIAL EFFECTS
mud reforms on your armor when you finish a long Lavasioth Scale
rest. Your weapon deals an extra 1d6 fire damage.

WEAPON MATERIAL EFFECTS Lavasioth Fang


Jyuratodus Scale (Bow, Light Bowgun, and Heavy Bowgun only)
FastCharge. When you roll for initiative, your Spread/Power Up. While you are attuned to this
greatsword, longsword, or charge blade gains 1 weapon, your spread ammo deals an extra 1d4
charge, spirit, or phial charge. piercing damage and your power coating gains +1 to
attack rolls.
Jyuratodus Fang Lavasioth Fin
Your weapon deals an extra 1d6 cold damage. You gain a +1 bonus to your spell attack rolls and
Aqua Sac+ spell save DC while attuned to this weapon. This
While you are attuned to this weapon, you can use an bonus increases to +2 when the spell you are casting
action to cast the water breathing spell from it at deals fire damage.
will. Lavasioth Gem
Jyuratodus Fin (Spellcaster only) This weapon has 7 runes. While
This weapon has 5 runes that it regains daily at dawn. holding it, you can use an action to expend 1 or
When you hit a creature or object, you can expend a more of its runes to cast the fireball spell (save DC
rune to cause the ground in a 20-foot radius around 15) from it. For 1 charge, you cast the 3rd-level
the target to become muddy for 1 minute. The version of the spell. You can increase the spell slot
muddy area is difficult terrain. level by one for each additional rune you expend.
Jyuratodus Gem This weapon regains 1d6 + 1 expended runes daily at
Your cold spell deal an extra 1d6 cold damage. dawn. If you expend the last runes, roll a d20. On a 1.
The weapon can't regain any runes for 1 week.
OTHER MATERIAL EFFECTS
Lg Monster Bone
Very rare armor upgrade material.

86
 Beotodus Grandfin
(Sorcerer, Warlock, and Wizard only) This armor has two
Challenge Rating 12 runes that it regains daily at dawn. As an action you can
Carves/Capture 3 expend one of these runes to cast armor of agathys at
Carve Capture 3rd level.
Chance Chance Material Slots Beotodus Gem
1-4 1-4 Beotodus Shard (A,W) Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you
5-8 5-8 Beotodus Cortex (A) have.
9-12 9-12 Cryo Sac (A,W)
WEAPON MATERIAL EFFECTS
13-15 13-15 Beotodus Hardhorn (A,W) Beotodus Shard
(Druid, Sorcerer, or Wizard only) While attuned to this
16-19 16-18 Beotodus Grandfin (A,W)
weapon you know the ice knife spell. If you have to
20 19-20 Beotodus Gem (A,W) prepare spells, you always have it prepared, and it
doesn't count against the number of spells you can
prepare each day.
ARMOR MATERIAL EFFECTS
Beotodus Shard Cryo Sac
While you are wearing this armor, you can use your Your weapon deals an extra 1d6 cold damage.
reaction or bonus action to gain resistance to necrotic Beotodus Hardhorn
damage until the end of your next turn. You can use this While wearing this armor you can use an action to cast
property twice, regaining all uses when you finish a long the snilloc’s snowball swarm spell from it. This property
rest. can be used twice, regaining all expended uses daily at
dawn.
Beotodus Cortex
Aquatic/Polar Mobility. You ignore difficult terrain Beotodus Grandfin
created by ice or snow and you have a swimming speed When you hit a creature with this weapon they must
equal to your walking speed while you wear this armor. make a DC 13 Constitution saving throw. On a failed
saving throw, the creature is afflicted with iceblight for
Cryo Sac 1 minute. A creature can repeat the saving throw at the
You have resistance to cold damage while you wear this end of each of its turns, ending the effect on itself on a
armor. success. If a creature's saving throw is successful or the
Beotodus Hardhorn effect ends for it, the creature is immune to this
Stamina Surge+2. While wearing this armor, you can use weapons trait for 24 hours.
an action to cast the haste spell from it once per day, Beotodus Gem
but can target only yourself when you do so and you When you cast a spell that deals cold damage, you gain a
gain 1 level of exhaustion when the spell ends. +2 bonus to its spell attack roll and you ignore half
cover when making a spell attack.

87


 WEAPON MATERIAL EFFECTS


Challenge Rating 0 Altaroth Jaw
Carves 1 Entomologist. When you capture an insect with a bug
net, you instead catch two.
Carve Chance Material Slots
1-4 Altaroth Stomach (A) OTHER MATERIAL EFFECTS
5-10 Quality Sac (O) Monster Fluid
Uncommon or rare upgrade material that can be used
11-13 Altaroth Jaw (W) for weapons or armor.
14-20 Monster Fluid (O) Quality Sac
When placed into a trinket, that trinket becomes a bag
of holding and does not count against your number of
ARMOR MATERIAL EFFECTS trinkets you can bring on a hunt.
Altaroth Stomach
Transporter. While you are attuned to this armor, you
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.

 
Challenge Rating 1/4 Challenge Rating 1/4
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-8 Bnahabra Shell (A) 1-6 Hornetaur Shell (A)
9-16 Bnahabra Wing (W) 7-12 Hornetaur Wing (A)
17-20 Monster Fluid (O) 13-17 Monster Fluid (O)
18-20 Hornetaur Head (W)
ARMOR MATERIAL EFFECTS
Bnahabra Shell
You reduce necrotic damage you take by 2 while you ARMOR MATERIAL EFFECTS
wear this armor. Hornetaur Shell
You reduce necrotic damage you take by 2 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bnahabra Wing Hornetaur Wing
You slashing weapon deal an extra 1 slashing While you wear this armor, you can use an action, to
damage. magically clean yourself, your outfit, and your armor
itself of dirt, grime, sweat, and so forth.
OTHER MATERIAL EFFECTS
Monster Fluid WEAPON MATERIAL EFFECTS
Uncommon or rare upgrade material that can be Hornetaur Head
used for weapons or armor. Your weapon deals an extra 1 necrotic damage.

OTHER MATERIAL EFFECTS


Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.

88
  
Challenge Rating 1/4 Challenge Rating 1
Carves 1 Carves 2
Carve Chance Material Slots Carve Chance Material Slots
1-10 Vespoid Shell (A,W) 1-4 Vespoid Abdomen (A,W)
11-17 Vespoid Wing (W) 5-12 QueenVespoidShl (A)
18-20 Monster Fluid (O) 13-17 Monster Fluid (O)
18-20 VespoidQn'sCrown (W)
ARMOR MATERIAL EFFECTS
Vespoid Shell
Honey Hunter. Once per day, when you use an ARMOR MATERIAL EFFECTS
herbalist kit to gather plants, you gather 1 honey Vespoid Abdomen
with it. While you wear this armor, the maximum number of
resources your party can gather on a hunt is
increased by 1.
WEAPON MATERIAL EFFECTS
Vespoid Shell QueenVespoidShl
While attuned to this weapon your save DC for Entomologist. When you capture an insect with a
condition causing effects, such as the sleep spell, or bug net, you instead catch two.
a material effect, is increased by 1.
WEAPON MATERIAL EFFECTS
Vespoid Wing Vespoid Abdomen
This weapon has 2 runes, that it regains daily at (Spellcaster only) You know the poison spray cantrip
dawn. When you hit a creature with this weapon you while wearing this armor. If you already know it, the
can expend a rune to have the target make a DC 10 DC of the spell increases by 1.
Constitution saving throw. On a failed save the target
is incapacitated and has its movement speed is VespoidQn'sCrown
reduced to 0 for 1 minute. A creature can repeat this When you hit a creature with this weapon and it is
saving throw at the end of their turn, ending the suffering from a condition, it takes an extra 2
effect on a success. damage of the same type dealt.

OTHER MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Monster Fluid Monster Fluid
Uncommon or rare upgrade material that can be Uncommon or rare upgrade material that can be
used for weapons or armor. used for weapons or armor.

 
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Thunderbug
11-16 Shocking Extract (W)
17-20 Monster Fluid (O)

WEAPON MATERIAL EFFECTS


Shocking Extract
While wearing this armor you know the shocking
grasp cantrip. If you already know this cantrip, you
gain a +1 bonus to its spell attack roll.

OTHER MATERIAL EFFECTS


Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.

89
 
Challenge Rating 1/4 Challenge Rating 3
Carves 1 Carves/Capture 2
Carve Chance Material Slots Carve Capture
Chance Chance Material Slots
1-12 Konchu Shell (A)
1-8 1-3 Seltas Shell (A)
13-17 Sharp Fang (W)
9 4 Aqua Sac (A)
18-19 Armor Sphere (O)
10-12 5-9 Seltas Wing (A,W)
20 Monster Fluid (O)
13-15 10-13 Drone Substance (W,O)

ARMOR MATERIAL EFFECTS 16-18 14-17 Monster Fluid (O)


Konchu Shell 19-20 18-20 Seltas Horn (W)
While you are attuned to this armor, you can doff or
don it as an action.
ARMOR MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Seltas Shell
Sharp Fang You reduce cold and necrotic damage you take by 2
Your slashing weapon deals an extra 1 slashing while you wear this armor.
damage. Aqua Sac
You can hold breath underwater for twice as long as
OTHER MATERIAL EFFECTS normal while you wear this armor.
Armor Sphere
Seltas Wing
Uncommon armor upgrade material
While wearing this armor you can use an action to
Monster Fluid cast the feather fall spell from it. Once used, you
Uncommon or rare upgrade material that can be can't use this property again until the next dawn.
used for weapons or armor.
WEAPON MATERIAL EFFECTS
Seltas Wing
(Gunlance only) Artillery. While attuned to this
weapon, your wyvernfire can now be used twice per
long rest.
Drone Substance
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they
hit a creature.
Seltas Horn
Load up. Your normal ammo capacity increases by
10 while you are attuned to this weapon.

OTHER MATERIAL EFFECTS


Drone Substance
This oily like substance can be applied to the skin of
a medium or smaller creature. Applying the
substance takes 1 minute. The affected creature then
has advantage on Charisma (persuasion) checks for 1
hour. During this time if they attempt to charm a
creature with spells or spell like abilities, the targeted
creature has disadvantage on its saving throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
nearby seltas.
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.

90
  Drone Substance
Capture Expert. Tranq bombs & ammo roll an extra 3d8
Challenge Rating 11 when they hit a creature.
Carves/Capture 3
S.Queen Pectus
Carve Chance Capture Chance Material Slots (Light Bowgun and Heavy Bowgun only) Load up+.
1-8 1-4 S.Queen Shell (A,W) While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
9 5-6 Drone Substance (O)
S.Queen Claw
10-15 7-13 S.Queen Pectus (A,W) Ammo Saver+. When you make a ranged weapon attack
and roll a 15 or higher on the attack die, the
16-17 14-16 S.Queen Claw (A,W) ammunition returns to you unbroken after hitting the
18-19 17-19 Torrent Sac (A,W) target(s).
20 20 S.Queen Extract (O) Torrent Sac
(Spellcasters only). This weapon has 5 runes. While
holding this weapon, you can use an action to expend 1
ARMOR MATERIAL EFFECTS or more of its runes to cast one of the following Spells
S.Queen Shell from it, using your spell save DC: charm person (1
While wearing this armor you can summon a baby seltas rune), feather fall (1 rune), ray of frost (1 rune), Enhance
for 1 hour. During this time, it clings to your back and ability (2 runes), or Enthrall (2 runes). The weapon
grants you a flying speed of 10 feet. regains 1d4 + 1 expended runes daily at dawn. If you
expend the last rune it cannot regain any runes for one
S.Queen Pectus week.
Hero Shield. You have immunity to bludgeoning,
piercing, and slashing damage from CR 2 or lower OTHER MATERIAL EFFECTS
creatures while you wear this armor. S.Queen Extract
S.Queen Claw A upgrade material that can be used to upgrade your
You have resistance to cold damage while you wear this weapons or armor to rare or very rare.
armor. Drone Substance
Torrent Sac This oily like substance can be applied to the skin of a
While you are attuned to this armor, you can use a medium or smaller creature. Applying the substance
bonus action to exhale an icy blast in a 15-foot cone. takes 1 minute. The affected creature then has
Each creature in that area must make a DC 15 Dexterity advantage on Charisma (persuasion) checks for 1 hour.
saving throw, taking 4d6 cold damage on a failed save, During this time if they attempt to charm a creature
or half as much damage on a successful one. with spells or spell like abilities, the targeted creature
has disadvantage on its saving throw.
Once used, this property cannot be used again until you Cursed. When applied to a creature, there is a 10%
finish a long rest. chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
WEAPON MATERIAL EFFECTS nearby seltas.
S.Queen Shell
(Gunlance only) Artillery+. While attuned to this
weapon, your wyvernfire can now be used twice per
long rest and you can add your Strength modifier to the
damage of your shell attacks.

91
 WEAPON MATERIAL EFFECTS
Challenge Rating 23 Iridescent Carapace
Carves 4 Partbreaker+3. You deal an extra 1d10 damage when
you critically hit with this weapon.
Carve Chance Material Slots
Ahtal-Ka Gold Cocoon
1-2 Iridescent Carapace (A,W)
Whenever you hit a creature with a range weapon attack,
3-6 Ahtal-Ka Gold Cocoon (A,W) you can use a bonus action to pull the creature 10 feet
towards you.
7-8 Queen Substance (O)
Ahtal-Ka Purple Cocoon
9-11 Ahtal-Ka Purple Cocoon (A,W) While holding this weapon, you gain a +3 bonus to spell
12-13 Ahtal-Ka Pheromone (A) attack rolls. In addition, you ignore half cover when
making a spell attack.
14-15 Royal Pyroxene (O)
Ahtal-Ka Foreblade
16-17 Ahtal-Ka Foreblade (W) Your weapon deals an extra 1d8 slashing damage.
18-19 Ahtal-Ka Fine Silk (A,W) Ahtal-Ka Fine Silk
This weapon has 3 runes, that are regained daily at
20 Ahtal-Ka Alluring Gem (A,W) dawn. Once per turn when you hit a creature with this
weapon you can expend a rune to have the target make
a DC 19 Wisdom saving throw or become frightened of
ARMOR MATERIAL EFFECTS
you for 1 minute. A creature may repeat its saving throw
Iridescent Carapace
at the end of its turn, ending the effect on a successful
Secret Arts. Whenever you make a skill check with a skill
save.
you are proficient in, you gain a +3 bonus to the roll.
Ahtal-Ka Alluring Gem
Ahtal-Ka Gold Cocoon Latent Power +2. When you are reduced to a half of your
Talisman boost. While wearing this armor, you double maximum hit points for the first time in combat or at
the effect of the material in your trinket. the start of your turn on the 10th round of combat,
Ahtal-Ka Purple Cocoon whichever comes first, you gain the effects of the haste
You have advantage on Wisdom (Insight) checks while spell for 1 minute. Once used, you must finish a short
you wear this armor. or long rest before you can use this property again.
Ahtal-Ka Pheromone OTHER MATERIAL EFFECTS
You have resistance to necrotic damage while you wear Queen Substance
this armor. A potent pheromone sometimes released by the Ahtal-
Ahtal-Ka Fine Silk Ka. It is highly valued by nobles (sell value 2000gp).
If you aren't wearing armor, your base Armor Class is 14
+ your Dexterity modifer. Royal Pyroxene
A upgrade material that can be used to upgrade your
Ahtal-Ka Alluring Gem weapons or armor to legendary.
You have immunity to fire damage while you wear this
armor.

  
The Ahtal-ka has only 4 carves as other elder The Ahtal-Nesto does not have it's own loot table. If
dragons also do. If you do use the creature with its you choose to use the Ahtal-Nesto as its own
paragon feature, add one additional carve for each monster, use the ahtal-ka's loot table
hit point pool it has.

92


Nerscylla Spike
 You have resistance to poison damage while you wear
Challenge Rating 6 this armor.
Carves/Capture 3
Carve Capture WEAPON MATERIAL EFFECTS
Chance Chance Material Slots Rubbery Hide
While holding your weapon, you can speak a command
1-3 1-3 Rubbery Hide (A,W) word and transform it into a fishing pole with a hook, a
4-8 4-5 Nerscylla Shell (A) line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
9-10 6-8 Nerscylla Chelicera (A,W)
Nerscylla Chelicera
11-13 9-11 Drone Substance (O) When you hit a creature with this weapon they must
14-15 12 Monster Fluid (O) make a DC 13 Constitution saving throw or become
poisoned until the end of their next turn.
16-17 13-14 N.Sleep Sac (A,W,O)
N.Sleep Sac
18-19 15-17 Nerscylla Claw (A,W) When you poison a creature and they fail the saving
20 18-20 Nerscylla Spike (A,W) throw by 5 or more, the creature falls unconscious until
they take damage, are shaken awake, or the poison is
removed.
ARMOR MATERIAL EFFECTS Nerscylla Claw
Rubbery Hide When you cast a spell that deals poison damage, you
While you are wearing this armor, you can use your gain a +1 bonus to its spell attack roll.
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. Once you use Nerscylla Spike
this property, you cannot use it again until you finish a When you hit a creature or object that is within 60 feet
long rest. of you with a ranged weapon attack, you can use your
bonus action to pull the target 10 feet towards you.
Nerscylla Shell
Perceptive. You are proficient with perception checks OTHER MATERIAL EFFECTS
while wearing this armor. Drone Substance
Nerscylla Chelicera This oily like substance can be applied to the skin of a
Trap Master. While you wear this armor, you can set medium or smaller creature. Applying the substance
pitfall traps or shock traps as a bonus action and you takes 1 minute. The affected creature then has
can use an action to cast the snare spell from it. Once advantage on Charisma (persuasion) checks for 1 hour.
used, the snare effect can't be used again until the next During this time if they attempt to charm a creature
dawn. with spells or spell like abilities, the targeted creature
has disadvantage on its saving throw.
N.Sleep Sac Cursed. When applied to a creature, there is a 10%
Negate Sleep. You cannot unwillingly be put to sleep by chance to attract nearby seltas while in urban areas.
any means while wearing this armor. While in the wilds, there is a 50% chance to attract
Nerscylla Claw nearby seltas.
Spider Climb. While you wear this armor, you can move Monster Fluid
up, down, and across vertical surfaces and upside down Uncommon or rare upgrade material that can be used
along ceilings, while leaving your hands free. You have a for weapons or armor.
climbing speed equal to your walking speed. However,
the armor doesn't allow you to move this way on a N.Sleep Sac
slippery surface, such as one covered by ice or oil. A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.

93
 

Miralis Evil Eye


  Rock Steady. While wearing this armor, you can't be
Challenge Rating 11 unwillingly knocked prone and you ignore effects like
Carves 6 the kushala daora and amatsu's wind barrier.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 Miralis Scale (A,W) Miralis Scale
5-7 Miralis Fireback (A) Your weapon deals an extra 1d6 slashing damage.
8-9 Miralis Fireclaw (W) Miralis Fireclaw
Your weapon deals an extra 1d6 fire damage.
10 Gushing Magma (A)
Immortal Heart
11-13 Immortal Heart (A,W) Whenever you cast a spell of 1st-level or higher, lava
14-15 Miralis Smelter (W) erupts from the ground around you. any creature within
5 feet of you takes 5 points of fire damage. Also when
16-17 Miralis Hellwing (A,W) you cast a spell that deals fire damage, it deals extra
18-19 Miralis Evil Eye (A,W) damage equal to 2 times the spells level as fire damage.
Miralis Smelter
20 Dire Dragongem (W)
This weapon has 3 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
expend a rune to have it make a DC 15 Wisdom saving
ARMOR MATERIAL EFFECTS
throw. On a failed save, the target has disadvantage on
Miralis Scale
all attack rolls against targets other than you until the
Current Resist. While wearing this armor you are
end of your next turn.
unaffected by the waters current, natural or magical,
unless you otherwise choose to be. Miralis Hellwing
(Spellcaster only) This weapon has 7 runes. While
Miralis Fireback holding it, you can use an action to expend 1 or more of
Windproof. Spells you cast such as fog cloud, can no its runes to cast the fireball spell (save DC 15) from it.
longer be dispersed by wind, magical or otherwise while For 1 charge, you cast the 3rd-level version of the spell.
you wear this armor. You can increase the spell slot level by one for each
Gushing Magma additional rune you expend.
Earplugs. While you are attuned to this armor, you can Miralis Evil Eye
use a bonus action to conjure two earplugs in the shape Elderseal. A creature hit by this weapon cannot use an
of your choice. While using these earplugs, you are action that has a recharge until the start of your next
considered deafened. You can dispel the ear plugs as a turn. The creature can still roll to recharge its ability at
bonus action ending the deafened effect. the end of its turn.
Immortal Heart Dire Dragongem
When you are below half of your maximum hit points, Latent Power +1. When you are reduced to a quarter of
you can use your bonus action to increasing your AC by your maximum hit points for the first time in combat or
2 for 1 minute. Once you use this feature, you cannot at the start of your turn on the 10th round of combat,
use it again until you complete a short or long rest. whichever comes first, you gain the effects of the haste
Miralis Hellwing spell for 1 minute. Once used, you must finish a short
You have resistance to fire damage while you wear this or long rest before you can use this property again.
armor.

94
   T.Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
Challenge Rating 18 unwillingly knocked prone and you ignore effects like
Carves 6 the kushala daora and amatsu's wind barrier.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 T.Miralis Scale (A,W) T.Miralis Scale
5-7 T.Miralis Fireback (A) Your weapon deals an extra 1d8 slashing damage.
8-9 T.Miralis Fireclaw (W) T.Miralis Fireclaw
Your weapon deals an extra 1d8 fire damage.
10 T.Gushing Magma (A)
T.Immortal Heart
11-13 T.Immortal Heart (A,W) Whenever you cast a spell of 1st-level or higher, lava
14-15 T.Miralis Smelter (W) erupts from the ground around you. any creature within
5 feet of you takes 9 (2d8) points of fire damage. Also
16-17 T.Miralis Hellwing (A,W) when you cast a spell that deals fire damage, it deals
extra damage equal to 2 times the spells level as fire
18-19 T.Miralis Evil Eye (A,W)
damage.
20 T.Dire Dragongem (W) T.Miralis Smelter
This weapon has 4 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
ARMOR MATERIAL EFFECTS
expend a rune to have it make a DC 16 Wisdom saving
T.Miralis Scale
throw. On a failed save, the target has disadvantage on
Current Resist. While wearing this armor you are
all attack rolls against targets other than you until the
unaffected by the waters current, natural or magical,
end of your next turn.
unless you otherwise choose to be.
T.Miralis Hellwing
T.Miralis Fireback (Spellcaster only) This weapon has 7 runes. While
Windproof. Spells you cast such as fog cloud, can no holding it, you can use an action to expend 1 or more of
longer be dispersed by wind, magical or otherwise while its runes to cast the fireball spell (save DC 16) from it.
you wear this armor. For 1 charge, you cast the 3rd-level version of the spell.
T.Gushing Magma You can increase the spell slot level by one for each
HG Earplugs. While you are attuned to this armor, you additional rune you expend.
can use a bonus action to conjure two earplugs in the T.Miralis Evil Eye
shape of your choice. While using these earplugs, you Elderseal. A creature hit by this weapon cannot use an
can only hear creatures you choose to be able to hear. action that has a recharge until the start of your next
T.Immortal Heart turn. The creature can still roll to recharge its ability at
When you are below half of your maximum hit points, the end of its turn.
you can use your bonus action to increasing your AC by T.Dire Dragongem
3 for 1 minute. Once you use this feature, you cannot Latent Power +2. When you are reduced to a half of your
use it again until you complete a short or long rest. maximum hit points for the first time in combat or at
T.Miralis Hellwing the start of your turn on the 10th round of combat,
You have immunity to fire damage while you wear this whichever comes first, you gain the effects of the haste
armor. spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.

95
   AT.Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
Challenge Rating 26 unwillingly knocked prone and you ignore effects like
Carves 6 the kushala daora and amatsu's wind barrier.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 AT.Miralis Scale (A,W) AT.Miralis Scale
5-7 AT.Miralis Fireback (A) Your weapon deals an extra 1d10 slashing damage.
8-9 AT.Miralis Fireclaw (W) AT.Miralis Fireclaw
Your weapon deals an extra 2d6 fire damage.
10 AT.Gushing Magma (A)
AT.Immortal Heart
11-13 AT.Immortal Heart (A,W) Whenever you cast a spell of 1st-level or higher, lava
14-15 AT.Miralis Smelter (W) erupts from the ground around you. any creature within
10 feet of you takes 9 (2d8) points of fire damage. Also
16-17 AT.Miralis Hellwing (A,W) when you cast a spell that deals fire damage, it deals
extra damage equal to 2 times the spells level as fire
18-19 AT.Miralis Evil Eye (A,W)
damage.
20 AT.Dire Dragongem (W) AT.Miralis Smelter
This weapon has 5 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
ARMOR MATERIAL EFFECTS
expend a rune to have it make a DC 17 Wisdom saving
AT.Miralis Scale
throw. On a failed save, the target has disadvantage on
Current Resist. While wearing this armor you are
all attack rolls against targets other than you until the
unaffected by the waters current, natural or magical,
end of your next turn.
unless you otherwise choose to be.
AT.Miralis Hellwing
AT.Miralis Fireback (Spellcaster only) This weapon has 8 runes. While
Windproof. Spells you cast such as fog cloud, can no holding it, you can use an action to expend 1 or more of
longer be dispersed by wind, magical or otherwise while its runes to cast the fireball spell (save DC 17) from it.
you wear this armor. For 1 charge, you cast the 3rd-level version of the spell.
AT.Gushing Magma You can increase the spell slot level by one for each
HG Earplugs. While you are attuned to this armor, you additional rune you expend.
can use a bonus action to conjure two earplugs in the AT.Miralis Evil Eye
shape of your choice. While using these earplugs, you Elderseal. A creature hit by this weapon cannot use an
can only hear creatures you choose to be able to hear. action that has a recharge until the start of your next
AT.Immortal Heart turn. The creature can still roll to recharge its ability at
When you are below half of your maximum hit points, the end of its turn.
you can use your bonus action to increasing your AC by AT.Dire Dragongem
4 for 1 minute. Once you use this feature, you cannot Latent Power +2. When you are reduced to a half of your
use it again until you complete a short or long rest. maximum hit points for the first time in combat or at
AT.Miralis Hellwing the start of your turn on the 10th round of combat,
You have immunity to fire damage while you wear this whichever comes first, you gain the effects of the haste
armor. spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.

96
 Kirin Azure Horn
You have resistance to lightning damage while you wear
Challenge Rating 12 this armor.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Kirin Hide
1-4 Kirin Hide (A,W) Your weapon deals an extra 1d6 lightning damage.
5-7 Kirin Mane (A,W) Kirin Mane
8-10 Kirin Tail (A,W) This weapon has 3 runes which are regained every day at
dawn. When you hit a creature with this weapon, you
11-13 Kirin Thunderhorn (A,W) may expend a rune to to have the target make a DC 14
14-15 Elder Dragon Blood (O) Constitution saving throw. On a fail, the creature is
incapacitated and has its movement speed is reduced to
16-18 Elder Dragon Bone (O) 0 for 1 minute. The creature may repeat its saving throw
19-20 Kirin Azure Horn (A,W) at the end of its turn, ending the effect on a success.
Kirin Tail
Critical Element (lightning). When you critically hit with
ARMOR MATERIAL EFFECTS a weapon or spell that deals lightning damage, you deal
Kirin Hide an extra 1d6 lightning damage.
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore Kirin Thunderhorn
difficult terrain if it was not created by a magical effect. When you cast a spell that deals lightning damage, you
gain a +2 bonus to its spell attack roll or you increase
Kirin Mane the spell save DC by 2.
Control Lightning. Whenever you cast a cone or line Kirin Azure Horn
spell that deals lightning damage, you can choose any (Spellcaster only) While you are holding this weapon,
location within 30 feet of you as the starting location. you can use an action to cast the call lightning spell
Kirin Tail from it. Once used, you can't use this property again
Divine Blessing+. When you take damage you are not until the next dawn.
immune or resistant to, roll a d6 and reduce the damage
you take by the number rolled. You can use this feature OTHER MATERIAL EFFECTS
a number of times equal to your Wisdom modifier. You Elder Dragon Blood
regain all expended uses when you finish a long rest. Any rarity weapon upgrade material.
Kirin Thunderhorn Elder Dragon Bone
You can't be paralyzed while you wear this armor. Any rarity armor upgrade material.

  


When a character has three kirin materials socketed
into their equipment they gain the Kirin Favor
bonus.
Kirin Favor. Whenever you make a carve check, you
make the check with advantage.

97
 Lunastra Gem
Health Boost. While wearing this armor, your hit point
Challenge Rating 12 maximum increases by 1 for each character level you
Carves 4 have.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-2 Elder Dragon Blood (O) Lunastra Scale
3-4 Elder Dragon Bone (O) Guard. You cannot be pushed or knocked backwards
while you wear this armor.
5-8 Lunastra Scale (A,W)
Lunastra Carapace
9-11 Lunastra Carapace (A,W) Critical Eye. Your weapon attacks critical hit range is
12-14 Lunastra Tail (A,W) increased by 1.
15-16 Lunastra Wing (A,W) Lunastra Tail
Your weapon deals an extra 1d6 fire damage.
17-18 Lunastra Mane (W)
Lunastra Wing
19 Lunastra Horn (A,W) When you hit a creature with a melee weapon attack
using this weapon, you can engulf the target in flames.
20 Lunastra Gem (A,W) At the start of each of the engulfed creature’s turns, it
takes 1d4 fire damage and it can then make a DC 15
Dexterity saving throw, putting out the flames on a
ARMOR MATERIAL EFFECTS
successful save. Alternatively, the engulfed creature, or a
Lunastra Scale
creature within 5 feet of it, can use an action to smother
Tool Specialist. While wearing this armor your
the flames ending the effect. Once used, this property
proficiency bonus is double for any ability check made
can't be used again until you finish a short or long rest.
with a tool you are proficient with.
Lunastra Mane
Lunastra Carapace Elderseal. A creature hit by this weapon cannot use an
A creature that touches or hits you with a melee weapon action that has a recharge until the start of your next
attack while within 5 feet of you takes 1d6 fire damage. turn. The creature can still roll to recharge its ability at
Lunastra Tail the end of its turn.
You have resistance to fire damage while you wear this Lunastra Horn
armor. Peak Performance. When your hit points are full and you
Lunastra Wing roll a 1 or 2 on a damage die for an attack you make
Evade Window. This armor has 3 runes, and it regains with a melee weapon, you can reroll the die and must
1d3 expended runes daily at dawn. When you fail a use the new roll, even if the new roll is a 1 or a 2.
Dexterity saving throw while wearing it, you can use Lunastra Gem
your reaction to expend 1 of its runes to succeed on Mind's Eye. Your attacks with this weapon bypass the
that saving throw instead. damage resistances of any creature.
Lunastra Horn
Wide-Range. When you use Herbs, Antidotes, Cool OTHER MATERIAL EFFECTS
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all Elder Dragon Blood
other creatures within a 10-foot radius of you gain its Any rarity weapon upgrade material.
effect.
Elder Dragon Bone
Any rarity armor upgrade material.

98
  T.Lunastra Gem
Fiery Protection. While wearing this armor you have
Challenge Rating 19 immunity to poison damage and the poisoned
Carves 4 condition. Also when you would gain a level of
Carve Chance Material Slots exhaustion, you can choose ignore it. Once you use this
property you can't use it until the next dawn.
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O) WEAPON MATERIAL EFFECTS
T.Lunastra Scale
5-8 T.Lunastra Scale (A,W) Guard. You cannot be pushed or knocked backwards
9-11 T.Lunastra Carapace (A,W) while you wear this armor.

12-14 T.Lunastra Tail (A,W) T.Lunastra Carapace


Critical Eye+. Your weapon attacks critical hit range is
15-16 T.Lunastra Wing (A,W) increased by 2.
17-18 T.Lunastra Mane (W) T.Lunastra Tail
Your weapon deals an extra 1d8 fire damage.
19 T.Lunastra Horn (A,W)
T.Lunastra Wing
20 T.Lunastra Gem (A,W) Once per turn, when you hit a creature with a melee
weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
ARMOR MATERIAL EFFECTS
creature’s turns, it takes 1d6 fire damage and it can then
T.Lunastra Scale
make a DC 17 Dexterity saving throw, putting out the
Tool Specialist. While wearing this armor your
flames on a successful save. Alternatively, the engulfed
proficiency bonus is double for any ability check made
creature, or a creature within 5 feet of it, can use an
with a tool you are proficient with.
action to smother the flames ending the effect.
T.Lunastra Carapace T.Lunastra Mane
While you wear this armor, any creature that touches Elderseal. A creature hit by this weapon cannot use an
you or hits you with a melee weapon attack takes 1d6 action that has a recharge until the start of your next
fire damage. turn. The creature can still roll to recharge its ability at
T.Lunastra Tail the end of its turn.
You have immunity to fire damage while you wear this T.Lunastra Horn
armor. Awaken. When this material is placed in a weapon that
T.Lunastra Wing does not deal cold, fire, lightning, necrotic, or thunder
Wide-Range+. When you use Herbs, Antidotes, Cool damage, it rolls one additional damage die when it hits.
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all For example a shortsword now rolls 2d6 and a
other creatures within a 20-foot radius of you gain its greatsword deals 3d6.
effect. T.Lunastra Gem
T.Lunastra Horn While holding this weapon your spell attack rolls and
Health Boost+. Your hit point maximum increases by 2 spell save DC increase by +2. If the spell deals fire
for each character level you have while wearing this damage, the bonus is increased to +3.
armor.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

99
 WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Challenge Rating 13 Quick Load. You can reload as a free action while you
Carves 4 wear this armor.
Carve Chance Material Slots Teostra Carapace
1-2 Elder Dragon Bone (O) Special Ammo Boost+1. Your coating now coats up to
25 arrows and your dragonpiercer deals an extra 2d6
3-4 Elder Dragon Blood (O) piercing damage.
5-7 Fire Dragon Scale (A,W) Teostra Claw
8-10 Teostra Carapace (A,W) Your weapon deals an extra 1d6 fire damage.
Teostra Webbing
11-12 Teostra Claw (W)
Weakness Exploit. Your weapon deals max damage to a
13-14 Teostra Webbing (A,W) creature that is vulnerable to this weapons damage type.
15-16 Teostra Tail (W) Teostra Tail
Once per turn, when you hit a creature with a melee
17-18 Teostra Mane (W) weapon attack using this Weapon, you can engulf the
19 Teostra Horn (A,W) target in flames. At the start of each of the engulfed
creature’s turns, it takes 1d4 fire damage and it can then
20 Teostra Gem (A,W) make a DC 15 Dexterity saving throw, putting out the
flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an
ARMOR MATERIAL EFFECTS action to smother the flames ending the effect.
Fire Dragon Scale
Biology. You become proficient with dung bombs while Teostra Mane
you are wearing this armor, and you are immune to Critical Eye. Your weapon attacks critical hit range is
blight effects such as waterblight, iceblight, or the increased by 1.
blight spell. Teostra Horn
Reckless Abandon. When you make your first attack on
Teostra Carapace your turn with this weapon, you can choose to without
While wearing this armor you can use an action to cast care or regard for consequences. Doing so gives you
the protection from energy(fire) spell from it. This advantage on melee weapon attack rolls using Strength
property can be used twice, regaining all expended uses during this turn, but have disadvantage on all saving
daily at dawn. throws and all attack rolls against you have advantage
Teostra Webbing until the start of your next turn.
While wearing this armor you have resistance to fire Teostra Gem
damage. Latent Power +1. When you are reduced to a quarter of
Teostra Horn your maximum hit points for the first time in combat or
Wide-Range. When you use Herbs, Antidotes, Cool at the start of your turn on the 10th round of combat,
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all whichever comes first, you gain the effects of the haste
other creatures within a 10-foot radius of you gain its spell for 1 minute. Once used, you must finish a short
effect. or long rest before you can use this property again.
Teostra Gem
(Spellcaster only) While wearing this armor you can use OTHER MATERIAL EFFECTS
an action to cast the Fire Shield (warm shield) spell from Elder Dragon Blood
it. Once used, you can't use this property again until the Any rarity weapon upgrade material.
next dawn. Elder Dragon Bone
Any rarity armor upgrade material.

100
  WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Challenge Rating 20 Quick Load. You can reload as a free action while you
Carves 4 wear this armor.
Carve Chance Material Slots Teostra Carapace
1-2 Elder Dragon Bone (O) Special Ammo boost +2. Your coating now coats up to
30 arrows and your dragonpiercer deals an extra 3d6
3-4 Elder Dragon Blood (O) piercing damage.
5-7 T.Fire Dragon Scale (A,W) Teostra Claw
8-10 T.Teostra Carapace (A,W) Your weapon deals an extra 1d10 fire damage.
Teostra Webbing
11-12 T.Teostra Claw (W)
Weakness Exploit+ (fire). Your weapon deals max
13-14 T.Teostra Webbing (A,W) damage to a creature that is vulnerable to fire or this
weapons damage type.
15-16 T.Teostra Tail (W)
Teostra Tail
17-18 T.Teostra Mane (W) Once per turn, when you hit a creature with a melee
19 T.Teostra Horn (A,W) weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
20 T.Teostra Gem (A,W) creature’s turns, it takes 1d6 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
flames on a successful save. Alternatively, the engulfed
ARMOR MATERIAL EFFECTS creature, or a creature within 5 feet of it, can use an
Fire Dragon Scale action to smother the flames ending the effect.
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to Teostra Mane
blight effects such as waterblight, iceblight, or the Critical Eye+. Your weapon attacks critical hit range is
blight spell. increased by 2.
Teostra Horn
Teostra Carapace Reckless Abandon. When you make your first attack on
While wearing this armor you can use an action to cast your turn with this weapon, you can choose to without
the protection from energy(fire) spell from it. This care or regard for consequences. Doing so gives you
property can be used three times, regaining all advantage on melee weapon attack rolls using Strength
expended uses daily at dawn. during this turn, but have disadvantage on all saving
Teostra Webbing throws and all attack rolls against you have advantage
While wearing this armor you have immunity to fire until the start of your next turn.
damage. Teostra Gem
Teostra Horn Latent Power +. When you are reduced to a half of your
Wide-Range+. When you use Herbs, Antidotes, Cool maximum hit points for the first time in combat or at
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all the start of your turn on the 10th round of combat,
other creatures within a 20-foot radius of you gain its whichever comes first, you gain the effects of the haste
effect. spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
Teostra Gem
(Spellcaster only) While wearing this armor you can use
an action to cast the Fire Shield (warm shield) spell from OTHER MATERIAL EFFECTS
it. This property can be used twice, regaining all Elder Dragon Blood
expended uses daily at dawn. Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

101
 WEAPON MATERIAL EFFECTS
Challenge Rating 14 Chameleos Webbing
Carves 4 While attuned to this weapon, you know the poison
spray cantrip. If you already know the cantrip it deals
Carve Chance Material Slots one extra die of damage.
1-2 Elder Dragon Bone (O) Chameleos Claw
3-4 Elder Dragon Blood (O) This weapon has 5 runes. When you hit a creature, you
can expend 1 of its runes to have the target make a DC
5-8 Chameleos Speckled Hide (A) 15 Constitution saving throw. On a failed save, the
creature is poisoned for 1 minute. A creature can repeat
9-11 Chameleos Webbing (A,W) its saving throw at the end of its turn, ending the effect
12-13 Chameleos Claw (A,W) on a success.
14 C.Deadly Poison Sac (A,W) This weapon regains 1d4+1 expended runes daily at
dawn.
15-16 Chameleos Tail (A,W)
C.Deadly Poison Sac
17-19 Chameleos Horn (A,W) Abnormal Status Atk up (M). Whenever you inflict a
20 Chameleos Gem (A,W) condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
ARMOR MATERIAL EFFECTS Chameleos Tail
Chameleos Speckled Hide When you cast a spell that deals poison damage or
While wearing this armor all creatures have disadvantage causes the poisoned condition, you can increase your
on skills checks when trying to track you. spell attack roll or spell save DC by 2.
Chameleos Webbing Chameleos Horn
You have advantage on Dexterity (Stealth) checks while Status Crit (Poison). Whenever you critically hit with this
you wear this armor. weapon, the target creature must make a DC 15
Constitution saving throw. On a failed save the target is
Chameleos Claw poisoned for 1 minute.
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the Chameleos Gem
shape of your choice. While using these earplugs, you (Druid, Sorcerer, Warlock and Wizard only). This weapon
can only hear creatures you choose to be able to hear. has 10 runes While holding this weapon, you can use an
action to expend 1 or more of its runes to cast one of
C.Deadly Poison Sac the following Spells from it, using your spell save DC:
You are immune to the poisoned condition while you dragon's breath (poison) (1 rune), fog cloud (1 rune),
wear this armor. darkvision (2 runes), invisibility (2 runes) or, stinking
Chameleos Tail cloud (3 rune). The weapon regains 1d4 + 1 expended
You have resistance to cold damage while you wear this runes daily at dawn. If you expend the last rune it cannot
armor. regain any runes for one week.
Chameleos Horn
Rock Steady. While wearing this armor, you can't be OTHER MATERIAL EFFECTS
unwillingly knocked prone and you ignore effects like C.Deadly Poison Sac
the kushala daora and amatsu's wind barrier. You can make a DC 17 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
Chameleos Gem success you create a vial of midnight tears (DMG p.
While you are wearing this armor and you take damage, 258). On a fail, the material is destroyed.
you can use your reaction to magically turn invisible
until the start of your next turn or until you attack, make Elder Dragon Blood
a damage roll, or force someone to make a saving throw. Any rarity weapon upgrade material.
Once you use this property, you can't use it again until Elder Dragon Bone
you finish a short or long rest. Any rarity armor upgrade material.

102
 Namielle Mantle
While wearing this armor you have immunity to cold
Challenge Rating 14 damage.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Namielle Finehide
1-2 Elder Dragon Blood (O) While attuned to this weapon, you can use an action to
3-4 Elder Dragon Bone (O) cast the levitate spell on yourself at will.
5-8 Namielle Finehide (A,W) Namielle Hardclaw
While you are attuned to this armor you can use a bonus
9-12 Namielle Hardclaw (A,W) action to cast the dancing lights spell at will.
13-14 Namielle Whisker (A,W) Namielle Whisker
15-17 Namielle Fellwing (A,W) When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn.
18-19 Namielle Lash (A,W)
Namielle Fellwing
20 Namielle Mantle (A,W) When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
lightning damage. A creature hit by this weapon takes an
ARMOR MATERIAL EFFECTS extra 1d8 of the chosen damage type.
Namielle Finehide
Tool Specialist. While wearing this armor your Namielle Lash
proficiency bonus is double for any ability check made (Spellcaster only) This weapon has 10 runes. While
with a tool you are proficient with. holding it, you can use an action to expend 1 or more of
its runes to cast one of the following spells from it,
Namielle Hardclaw using your spell save DC: shape water (1 rune), create or
Blightproof. While wearing this armor you are immune destroy water (1 rune), fog cloud (1 rune), call lightning
to blight spells, spell like abilities, and conditions. (3 runes) or control water (4 runes). The weapon regains
1d6 + 4 expended runes daily at dawn. If you expend
Namielle Whisker the last rune it cannot regain any runes for one week.
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are Namielle Mantle
reduced by half while you wear this armor. You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
Namielle Fellwing increases to +2 when the spell you are casting deals
Stamina Surge+2. While wearing this armor, you can use cold or lightning damage.
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
OTHER MATERIAL EFFECTS
gain 1 level of exhaustion when the spell ends.
Elder Dragon Blood
Namielle Lash Any rarity weapon upgrade material.
While wearing this armor you have resistances to
lightning damage. Elder Dragon Bone
Any rarity armor upgrade material.

103
  Namielle Mantle
While wearing this armor you have resistance to cold
Challenge Rating 19 damage and lightning damage.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Namielle Finehide
1-2 Elder Dragon Blood (O) While attuned to this weapon, you can use an action to
3-4 Elder Dragon Bone (O) cast the levitate spell on yourself at will.
5-8 T.Namielle Finehide (A,W) Namielle Hardclaw
While you are attuned to this armor you can use a bonus
9-12 T.Namielle Hardclaw (A,W) action to cast the dancing lights cantrip at will.
13-14 T.Namielle Whisker (A,W) Namielle Whisker
15-17 T.Namielle Fellwing (A,W) When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn.
18-19 T.Namielle Lash (A,W)
Namielle Fellwing
20 T.Namielle Mantle (A,W) When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
lightning damage. A creature hit by this weapon takes an
ARMOR MATERIAL EFFECTS extra 1d8 of the chosen damage type.
Namielle Finehide
Tool Specialist. While wearing this armor your Namielle Lash
proficiency bonus is double for any ability check made (Spellcaster only) This weapon has 10 runes. While
with a tool you are proficient with. holding it, you can use an action to expend 1 or more of
its runes to cast one of the following spells from it,
Namielle Hardclaw using your spell save DC: shape water (1 rune), create or
Biology. You become proficient with dung bombs while destroy water (1 rune), fog cloud (1 rune), call lightning
you are wearing this armor, and you are immune to (3 runes), tidal wave (3 runes) or control water (4
blight effects such as waterblight, iceblight, or the runes). The weapon regains 1d6 + 4 expended runes
blight spell. daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
Namielle Whisker
Constitution. The duration from slowing effects, such as Namielle Mantle
the slow spell or a copper dragon's breath attack, are You gain a + 2 bonus to your spell attack rolls and spell
reduced by half while you wear this armor. save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals
Namielle Fellwing cold or lightning damage.
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
OTHER MATERIAL EFFECTS
but can target only yourself when you do so and you
Elder Dragon Blood
gain 1 level of exhaustion when the spell ends.
Any rarity weapon upgrade material.
Namielle Lash
This armor has 3 charges, and it regains 1d3 expended Elder Dragon Bone
charges daily at dawn. While you wear it, you can use an Any rarity armor upgrade material.
action and expend 1 charge to cause the armor to
display a shifting pattern of dazzling hues until the end
of your next turn. During this time, the robe sheds
bright light in a 30-foot radius and dim light for an
additional 30 feet. Creatures that can see you have
disadvantage on attack rolls against you. In addition, any
creature in the bright light that can see you when the
armor's power is activated must succeed on a DC 15
Wisdom saving throw or become stunned until the
effect ends.

104
  Namielle Mantle
While wearing this armor you have immunity to cold
Challenge Rating 24 damage and resistance lightning damage.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Namielle Finehide
1-2 Elder Dragon Blood X2 (O) While attuned to this weapon, you can use an action to
3-4 Elder Dragon Bone X2 (O) cast the levitate spell on yourself or a bonus action to
cast the dancing lights cantrip at will.
5-8 AT.Namielle Finehide (A,W)
Namielle Hardclaw
9-12 AT.Namielle Hardclaw (A,W) When you critically hit with this weapon, the target can’t
13-14 AT.Namielle Whisker (A,W) take reactions until the start of its next turn.
15-17 AT.Namielle Fellwing (A,W) Namielle Whisker
While you are attuned to this weapon, your cold and
18-19 AT.Namielle Lash (A,W) lightning spells ignore a creatures damage resistance.
20 AT.Namielle Mantle (A,W) Namielle Fellwing
When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
ARMOR MATERIAL EFFECTS lightning damage. A creature hit by this weapon takes an
Namielle Finehide extra 1d10 of the chosen damage type.
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made Namielle Lash
with a tool you are proficient with. (Spellcaster only) This weapon has 12 runes. While
holding it, you can use an action to expend 1 or more of
Namielle Hardclaw its runes to cast one of the following spells from it,
Biology. You become proficient with dung bombs while using your spell save DC: shape water (1 rune), create or
you are wearing this armor, and you are immune to destroy water (1 rune), fog cloud (1 rune), call lightning
blight effects such as waterblight, iceblight, or the (3 runes), tidal wave (3 runes), control water (4 runes),
blight spell. or chain lightning (6 runes). The weapon regains 1d8 +
4 expended runes daily at dawn. If you expend the last
Namielle Whisker rune it cannot regain any runes for one week.
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are Namielle Mantle
reduced by half while you wear this armor. You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
Namielle Fellwing increases to +4 when the spell you are casting deals
Stamina Surge+3. While wearing this armor, you can use cold or lightning damage.
an action to cast the haste spell from it once per day,
but can target only yourself when you do so.
OTHER MATERIAL EFFECTS
Namielle Lash Elder Dragon Blood
This armor has 3 charges, and it regains 1d3 expended Any rarity weapon upgrade material.
charges daily at dawn. While you wear it, you can use an
action and expend 1 charge to cause the armor to Elder Dragon Bone
display a shifting pattern of dazzling hues until the end Any rarity armor upgrade material.
of your next turn. During this time, the robe sheds
bright light in a 30-foot radius and dim light for an
additional 30 feet. Creatures that can see you have
disadvantage on attack rolls against you. In addition, any
creature in the bright light that can see you when the
armor's power is activated must succeed on a DC 15
Wisdom saving throw or become stunned until the
effect ends.

105
  WEAPON MATERIAL EFFECTS
Challenge Rating 15 Daora Dragon Scale
Carves 4 While attuned to this weapon, you know the gust
cantrip. If you already know the cantrip you can cast it as
Carve Chance Material Slots a bonus action instead.
1-2 Elder Dragon Bone (O)
Daora Carapace
3-4 Elder Dragon Blood (O) FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
5-8 Daora Dragon Scale (A,W) spirit, or phial charge.
9-11 Daora Carapace (A,W) Daora Claw
12-14 Daora Claw (A,W) Your weapon deals an extra 1d8 cold damage.
15 Daora Tail (W) Daora Tail
Critical Element (cold). When you critically hit with a
16-17 Daora Webbing (A,W) weapon or spell that deals cold damage, you deal an
extra 1d6 cold damage.
18-19 Daora Horn (A,W)
Daora Webbing
20 Daora Gem (A,W) Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
ARMOR MATERIAL EFFECTS
the end of its turn.
Daora Dragon Scale
Handicraft+2. For 24 hours, you gain proficiency with Daora Horn
two artisan tool of your choice each dawn. As an action you can release a blast of strong wind in a
45-foot line that is 5 feet wide. Each creature in the line
Daora Carapace must succeed on a DC 17 Strength saving throw, taking
Heat Guard. While wearing this armor you are immune 5d6 thunder damage and is pushed 15-feet back on a
to damage from lava and you are unaffected by extreme failed save or half as much on a successful one and is
heat. not pushed back. Once used, you can't use this property
Daora Claw again until you finish a long rest.
Evade Extender (M). You gain a +2 bonus to Dexterity Daora Gem
saving throws while you wear this armor. (Druid, Sorcerer, or Wizard only) This weapon has 6
Daora Webbing runes. While holding it, you can use an action to expend
Evade Window. This armor has 3 runes, and it regains 1 or more of its runes to cast the dust devil spell from
1d3 expended runes daily at dawn. When you fail a it. For 1 charge, you cast the 2nd-level version of the
Dexterity saving throw while wearing it, you can use spell. You can increase the spell slot level by one for
your reaction to expend 1 of its runes to succeed on each additional charge you expend.
that saving throw instead. The weapon regains 1d6 + 1 expended runes daily at
Daora Horn dawn. If you expend the weapon's last rune, roll a d20.
Wind Barrier. While you are attuned to this armor, you On a 1, you can't regain any runes on this weapon for 1
can use an action to summon a wind barrier around you week.
for 1 minute. While the barrier is active, you have half
cover against range attacks, resistance to nonmagical OTHER MATERIAL EFFECTS
ammunition, and disperse any fog like effect in a 5-foot Elder Dragon Blood
radius around you. Once used, you can't use this Any rarity weapon upgrade material.
property again until you finish a long rest.
Elder Dragon Bone
Daora Gem Any rarity armor upgrade material.
You have immunity to cold damage while you wear this
armor.

106
 Valstrax Helixtail
You have immunity to necrotic damage while you wear
Challenge Rating 16 this armor
Carves 4
Ruby Dragon Mindstone
Carve Chance Material Slots Dragonheart. When you fall below half of your maximum
1-2 Elder Dragon Blood (O) hit points you gain the dragonblight condition for 1
minute. While affected by dragonblight, you have
3-4 Elder Dragon Bone (O) resistance to cold, fire, lightning, and necrotic damage.
5-8 Valstrax Shard (A,W)
WEAPON MATERIAL EFFECTS
9-10 Valstrax Hardclaw (A,W) Valstrax Shard
(Spellcaster only) You know the firebolt cantrip while
11-13 Valstrax Cortex (A,W)
wearing this armor. If you already know it, you gain a +1
14-16 Shimmering Dragonfluid (A,W) bonus to its spell attack roll.
17-19 Valstrax Helixtail (A,W) Valstrax Hardclaw
Your weapon deals an extra 1d6 piercing damage.
20 Ruby Dragon Mindstone (A,W)
Valstrax Cortex
Elderseal. A creature hit by this weapon cannot use an
ARMOR MATERIAL EFFECTS action that has a recharge until the start of your next
Valstrax Shard turn. The creature can still roll to recharge its ability at
Marathon Runner+. While wearing this armor, your the end of its turn.
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect. Shimmering Dragonfluid
Crisis+. While suffering from an abnormal status effect,
Valstrax Hardclaw such as poisoned, burning, slowed, blinded, etc, all
While you wear this armor, you can use a bonus action attacks and spells deal an extra 1d12 spell or weapon
and click the armors boots' heels together. If you do, damage.
your walking speed doubles, and any creature that Valstrax Helixtail
makes an opportunity attack against you has This weapon has 3 runes which are regained daily at
disadvantage on the attack roll. If you click your heels dawn. Once per turn when you hit a creature with this
together again, you end the effect. weapon you can expend a rune to have the target make
When the armors' property has been used for a total of a DC 17 Wisdom saving throw or become frightened of
10 minutes, the magic ceases to function until you you for 1 minute. A creature may repeat its saving throw
finish a long rest. at the end of its turn, ending the effect on a successful
save.
Valstrax Cortex
While wearing this armor, difficult terrain doesn't cost Ruby Dragon Mindstone
you extra movement. In addition, magic can neither Your weapon deals an extra 1d8 piercing damage.
reduce your speed nor cause you to be paralyzed or
restrained. OTHER MATERIAL EFFECTS
Elder Dragon Blood
Shimmering Dragonfluid
Any rarity weapon upgrade material.
While wearing this armor you can use an action to speak
its command word. This causes a pair of metallic dragon Elder Dragon Bone
wings to appear on your back for 1 hour or until you Any rarity armor upgrade material.
repeat the command word as an action. The wings give
you a flying speed of 60 feet. When they disappear, you
can't use them again for 1d12 hours.

107
 WEAPON MATERIAL EFFECTS
Challenge Rating 17 Amatsu Pleura
Carves 6 (Druid, Sorcerer, Warlock and Wizard only). This weapon
has 8 runes. While holding this weapon, you can use an
Carve Chance Material Slots action to expend 1 or more of its runes to cast one of
1-2 Elder Dragon Blood (O) the following spells from it, using your spell save DC:
dragon's breath (cold) (1 rune), fog cloud (1 rune), gust
3-4 Elder Dragon Bone (O) of wind (2 runes), wind wall (3 runes) or, sleet storm (3
5-8 Amatsu Carapace (A) rune). The weapon regains 1d4 + 1 expended runes
daily at dawn. If you expend the last rune it cannot
9-11 Amatsu Pleura (W) regain any runes for one week.
12-13 Storm Vesicle (A,W) Storm Vesicle
14 Amatsu Webbing (A,W) Partbreaker+2. You deal an extra 1d8 weapon damage
when you critically hit with this weapon.
15 Amatsu Hardclaw (W)
Amatsu Webbing
16-18 Amatsu Stormtail (A,W) Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
19 Amatsu Horn (A,W) turn. The creature can still roll to recharge its ability at
20 Heavenly Dragongem (A,W) the end of its turn.
Amatsu Hardclaw
Latent Power +1. When you are reduced to a quarter of
ARMOR MATERIAL EFFECTS your maximum hit points for the first time in combat or
Amatsu Carapace at the start of your turn on the 10th round of combat,
When a ranged weapon attack hits you while wearing whichever comes first, you gain the effects of the haste
this armor, you can use your reaction to reduce the spell for 1 minute. Once used, you must finish a short
damage by 1d10 + your Dexterity modifier, provided or long rest before you can use this property again.
that you have a free hand. If you reduce the damage to
0, you can catch the missile if it is small enough for you Amatsu Stormtail
to hold in that hand. Your weapon deals an extra 1d8 radiant damage.
Storm Vesicle Amatsu Horn
While you wear this armor, you can cast the levitate You gain a +2 bonus to your spell attack rolls and spell
spell from it as an action at will, but can target only save DC while attuned to this weapon. This bonus
yourself when you do so. increases to +3 when the spell you are casting deals
thunder damage.
Amatsu Webbing
Evasion. You have advantage on Dexterity saving throws Heavenly Dragongem
while you wear this armor. (Spellcasters only) While wearing this armor you can use
an action to cast the control weather spell from it. Once
Amatsu Stormtail used, you can't use this property again for 1 week.
You have advantage on saving throws against spells
while you wear this armor. OTHER MATERIAL EFFECTS
Amatsu Horn Elder Dragon Blood
You have immunity to cold damage while you wear this Any rarity weapon upgrade material.
armor.
Elder Dragon Bone
Heavenly Dragongem Any rarity armor upgrade material.
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you
for 1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect
in a 10-foot radius around you. Once used, you can't use
this property again until you finish a long rest.

108
 Velkhana Crystal
You have immunity to cold damage while you wear this
Challenge Rating 17 armor.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Crystal Shard
1 Elder Dragon Bone (O) Quick Sheath. While attuned to this weapon, you can
2 Elder Dragon Blood (O) always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
3-7 Crystal Shard (A,W)
Velkhana Cortex
8-11 Velkhana Cortex (A,W) While attuned to this weapon you can use an action to
12-14 Velkhana Lash (A,W) cast the wall of ice spell from it, but it deals no damage
and the wall is only 3 feet high.
15-17 Velkhana Hardclaw (A,W)
Velkhana Lash
18-19 Velkhana Crownhorn (A,W) While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale ice
20 Velkhana Crystal (A,W)
in a 30-foot line that is 5 feet wide. Each creature in that
line must make a DC 15 Dexterity saving throw, taking
ARMOR MATERIAL EFFECTS 5d6 cold damage on a failed save, or half as much
Crystal Shard damage on a successful one.
Flinch Free. While wearing this armor you cannot be You can use this property twice, regaining all expended
knocked prone, or unwillingly moved from your current uses when you finish a long rest
location by any means.
Velkhana Hardclaw
Velkhana Cortex Your cold spells ignore a creatures resistance to cold
Divine Blessing+2. When you take damage you are not damage while you are attuned to this weapon.
immune or resistant to, roll a d8 and reduce the damage Velkhana Crownhorn
you take by the number rolled. You can use this property Critical Draw+. During the first round of combat your
a number of times equal to your Wisdom modifier. You melee weapon attacks score a critical hit on a roll of 15-
regain all expended uses when you finish a long rest. 20.
Velkhana Lash Velkhana Crystal
While you wear this armor you are immune to the Coalescence. Whenever you succeed on a saving throw
iceblight disease. to end a condition, you gain a +1 bonus to your attack
Velkhana Hardclaw rolls and spell save DC, and your weapon or spell attacks
When a creature that touches or hits you with a melee deal an extra 1d4 cold, fire, or lightning damage (your
weapon attack while within 5 feet of you, you can use choice) until the end of your next turn.
your reaction to have it make a DC 15 Constitution
saving throw. On a failed save, the creature is afflicted OTHER MATERIAL EFFECTS
with iceblight for 1 minute. A creature may repeat its Elder Dragon Blood
saving throw at the end of its turn, ending the effect on Any rarity weapon upgrade material.
a success. You may use this property a number of times
equal to your Constitution modifer (minimum of 1), Elder Dragon Bone
regaining all expended uses when you finish a long rest. Any rarity armor upgrade material.
Velkhana Crownhorn
(Sorcerer, Warlock, and Wizard only) This armor has two
runes that it regains daily at dawn. As an action you can
expend one of these runes to cast armor of agathys at
4th level from it.

 
Set bonus (2): When you critically hit with a weapon
or spell that deals cold damage, you deal an extra
1d6 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When you
draw this weapon, it deals an extra 1d6 cold
damage for the next 4 rounds.

109
  T.Velkhana Crystal
You have immunity to cold damage while you wear this
Challenge Rating 22 armor.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
T.Crystal Shard
1 Elder Dragon Bone (O) Quick Sheath. While attuned to this weapon, you can
2 Elder Dragon Blood (O) always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
3-7 T.Crystal Shard (A,W)
T.Velkhana Cortex
8-11 T.Velkhana Cortex (A,W) While attuned to this weapon you can use an action to
12-14 T.Velkhana Lash (A,W) cast the wall of ice (save DC 17) spell from it, but it
deals only 5d6 cold damage and the wall is only 5 feet
15-17 T.Velkhana Hardclaw (A,W) high.
18-19 T.Velkhana Crownhorn (A,W) T.Velkhana Lash
While you are attuned to this armor, you can use a
20 T.Velkhana Crystal (A,W)
bonus action to speak its command word and exhale ice
in a 30-foot line that is 5 feet wide. Each creature in that
ARMOR MATERIAL EFFECTS line must make a DC 16 Dexterity saving throw, taking
T.Crystal Shard 6d6 cold damage on a failed save, or half as much
Flinch Free. While wearing this armor you cannot be damage on a successful one.
knocked prone, or unwillingly moved from your current You can use this property twice, regaining all expended
location by any means. uses when you finish a long rest
T.Velkhana Cortex T.Velkhana Hardclaw
Divine Blessing+3. When you take damage you are not Your cold spells ignore a creatures resistance to cold
immune or resistant to, roll a d10 and reduce the damage while you are attuned to this weapon.
damage you take by the number rolled. You can use this T.Velkhana Crownhorn
property a number of times equal to your Wisdom Critical Draw+. During the first round of combat your
modifier. You regain all expended uses when you finish melee weapon attacks score a critical hit on a roll of 15-
a long rest. 20.
T.Velkhana Lash T.Velkhana Crystal
While you wear this armor you are resistant to cold Coalescence. Whenever you succeed on a saving throw
damage and immune to the iceblight disease. to end a condition, you gain a +2 bonus to your attack
T.Velkhana Hardclaw rolls and spell save DC, and your weapon or spell attacks
When a creature that touches or hits you with a melee deal an extra 1d6 cold, fire, or lightning damage (your
weapon attack while within 5 feet of you, you can use choice) until the end of your next turn.
your reaction to have it make a DC 16 Constitution
saving throw. On a failed save, the creature is afflicted OTHER MATERIAL EFFECTS
with iceblight for 1 minute. A creature may repeat its Elder Dragon Blood
saving throw at the end of its turn, ending the effect on Any rarity weapon upgrade material.
a success. You may use this property a number of times
equal to 1 + your Constitution modifer (minimum of 1), Elder Dragon Bone
regaining all expended uses when you finish a long rest. Any rarity armor upgrade material.
T.Velkhana Crownhorn
(Sorcerer, Warlock, and Wizard only) This armor has two
runes that it regains daily at dawn. As an action you can
expend one of these runes to cast armor of agathys at
5th level from it.

 
Set bonus (2): When you critically hit with a weapon
or spell that deals cold damage, you deal an extra
1d8 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When you
draw this weapon, it deals an extra 1d8 cold
damage for the next 4 rounds.

110
  AT.Velkhana Crystal
You have immunity to cold damage and resistant to
Challenge Rating 27 radiant damage while you wear this armor.
Carves 4
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
AT.Crystal Shard
1 Elder Dragon Bone (O) Quick Sheath. While attuned to this weapon, you can
2 Elder Dragon Blood (O) always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
3-7 AT.Crystal Shard (A,W)
AT.Velkhana Cortex
8-11 AT.Velkhana Cortex (A,W) While attuned to this weapon you can use an action to
12-14 AT.Velkhana Lash (A,W) cast the wall of ice (save DC 19) spell from it.
15-17 AT.Velkhana Hardclaw (A,W) AT.Velkhana Lash
While you are attuned to this armor, you can use a
18-19 AT.Velkhana Crownhorn (A,W) bonus action to speak its command word and exhale ice
in a 30-foot line that is 5 feet wide. Each creature in that
20 AT.Velkhana Crystal (A,W)
line must make a DC 17 Dexterity saving throw, taking
7d6 cold damage on a failed save, or half as much
ARMOR MATERIAL EFFECTS damage on a successful one.
AT.Crystal Shard You can use this property twice, regaining all expended
Flinch Free. While wearing this armor you cannot be uses when you finish a long rest
knocked prone, or unwillingly moved from your current
location by any means. AT.Velkhana Hardclaw
While you are attuned to this weapon, your cold spells
AT.Velkhana Cortex deal full damage to a creature that has resistance to cold
Divine Blessing+4. When you take damage you are not damage and half damage to a creature that has
immune or resistant to, roll a d12 and reduce the immunity to cold damage.
damage you take by the number rolled. You can use this AT.Velkhana Crownhorn
property a number of times equal to your Wisdom Critical Draw++. During the first round of combat your
modifier. You regain all expended uses when you finish melee weapon attacks score a critical hit on a roll of 13-
a long rest. 20.
AT.Velkhana Lash AT.Velkhana Crystal
While you wear this armor you are resistant to cold Coalescence. Whenever you succeed on a saving throw
damage and immune to the iceblight disease. to end a condition, you gain a +3 bonus to your attack
AT.Velkhana Hardclaw rolls and spell save DC, and your weapon or spell attacks
When a creature that touches or hits you with a melee deal an extra 1d8 cold, fire, or lightning damage (your
weapon attack while within 5 feet of you, you can use choice) until the end of your next turn.
your reaction to have it make a DC 16 Constitution
saving throw. On a failed save, the creature is afflicted OTHER MATERIAL EFFECTS
with iceblight for 1 minute. A creature may repeat its Elder Dragon Blood
saving throw at the end of its turn, ending the effect on Any rarity weapon upgrade material.
a success. You may use this property a number of times
equal to 1 + your Constitution modifer (minimum of 1), Elder Dragon Bone
regaining all expended uses when you finish a long rest. Any rarity armor upgrade material.
AT.Velkhana Crownhorn
(Sorcerer, Warlock, and Wizard only) This armor has two
runes that it regains daily at dawn. As an action you can
expend one of these runes to cast armor of agathys at
6th level from it.

 
Set bonus (2): When you critically hit with a weapon
or spell that deals cold damage, you deal an extra
1d10 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When you
draw this weapon, it deals an extra 1d10 cold
damage for the next 4 rounds.

111
 WEAPON MATERIAL EFFECTS
Challenge Rating 18 Dalamadur Glaive
Carves 6 Siege This weapon deals double damage to objects and
structures.
Carve Chance Material Slots
Vortex Bone
1-2 Elder Dragon Bone (O)
Critical Eye. Your weapon attacks critical hit range is
3-4 Elder Dragon Blood (O) increased by 1.
5-6 Dalamadur Glaive (W) Dalamadur Pectus
Elderseal. A creature hit by this weapon cannot use an
7-8 Dalamadur Gazer (A) action that has a recharge until the start of your next
9-10 Dalamadur Steel (A) turn. The creature can still roll to recharge its ability at
the end of its turn.
11 Vortex Bone (A,W)
Dalamadur Talon
12 Dalamadur Pectus (A,W) Honed Blade. When this material is placed into a bladed
weapon its damage die is increased by 1 size up to a
13 Dalamadur Talon (W)
maximum of a d10. A d6 becomes a d8, and a d8
14-15 Dalam Tail Scale (A,W) becomes a d10.
16-17 Dalam Tail Shell (W) Dalam Tail Scale
(Spellcaster only) You know the melf's minute meteors
18-19 Dalamadur Fanblade (W) spell while wearing this armor. If you already know the
20 Skyblade Gem (A,W) spell, you cast it as if it was one level higher than the
spell slot you use.
Dalam Tail Shell
ARMOR MATERIAL EFFECTS This weapon has 3 runes which are regained daily at
Dalamadur Gazer dawn. Once per turn when you hit a creature with this
Guts+. When you are reduced to 0 hit points but not weapon you can expend a rune to have the target make
killed outright, you can drop to 1 hit point instead. Once a DC 17 Wisdom saving throw or become frightened of
you use this property, you can’t use it again until you you for 1 minute. A creature may repeat its saving throw
finish a long rest. at the end of its turn, ending the effect on a successful
save.
Dalamadur Steel
While wearing this armor you have resistance to poison Dalamadur Fanblade
damage. You can also communicate with snakes and At the start of your turn if a creature is grappled or
snake-like creatures as though you shared a language. restrained by you, that creature takes 1d6 bludgeoning
damage.
Vortex Bone
While you are attuned to this armor, you can use an Skyblade Gem
action to speak its command word to cast the This weapon has 3 runes which are regained daily at
polymorph spell from it and turn into a giant constrictor dawn. As an action you can expend a rune to have the
snake (MM p.324) that resembles the dalamadur. Once target make a DC 17 Charisma saving throw or become
used, this property can't be used again until the next charmed by you as if you cast the charm person spell.
dawn.
Dalamadur Pectus OTHER MATERIAL EFFECTS
You cannot be paralyzed while you wear this armor. Elder Dragon Blood
Any rarity weapon upgrade material.
Dalam Tail Scale
Iron Wall. You have a +2 bonus to your armor class Elder Dragon Bone
while you wear this armor. Any rarity armor upgrade material.
Skyblade Gem
You have resistance to cold and fire damage while you
wear this armor.

112
 
Challenge Rating 18
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Tsukami Fluid (A,W)
5-9 Tsukami Hide (A,W)
10-14 Dragonwood (O)
15-16 Dragonmoss (A,W)
17-20 Tsukami Fillet (A,W)

ARMOR MATERIAL EFFECTS


Tsukami Fluid
You have advantage on saving throws against
paralysis while you wear this armor
Tsukami Hide
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Dragonmoss
While wearing this armor, your Strength score
changes to 25.
Tsukami Fillet
All Resist. You have resistances to fire, cold, and
lightning damage while you wear this armor.

WEAPON MATERIAL EFFECTS


Tsukami Fluid
(Light Bowgun and Heavy Bowgun only) Load up+.
While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
Tsukami Hide
While you are attuned to this weapon, you can make
one attack with it as a bonus action on each of your
turns.
Dragonmoss
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.
Tsukami Fillet
(Bow only) Paralysis Coating Up. When a creature
must succeed on a saving throw after being hit by an
arrow coated with the paralysis coating, or when it
repeats its saving throw in an attempt to end the
effect, it do so at disadvantage.

OTHER MATERIAL EFFECTS


Elder Dragon Blood
Any rarity weapon upgrade material.
Dragonwood
Any rarity armor or weapon upgrade material.

113
 WEAPON MATERIAL EFFECTS
Gogmazios Battlement
Challenge Rating 19 Speed Sharpening. You can spend 1 minute sharpening
Carves 6 a bladed weapon. When you hit a creature for the first
Carve Chance Material Slots time after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
1-5 Gogmazios Battlement (A,W)
Gogmazios Fortress
6-9 Gogmazios Fortress (A,W) Elderseal. A creature hit by this weapon cannot use an
10-11 Gogmazios Offenders (A,W) action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
12 Gogmazios Fiberwing (A,W) the end of its turn.
13 Heavy Drakesbone Oil (O) Gogmazios Offenders
Enlightened Blade. You have advantage on Intelligence
14-16 Gogmazios Briartail (A,W) (Arcana) checks and you increase any elemental damage
17-19 Gogmazios Gasher (W) die your weapon deals by one size. IE: a d6 becomes a
d8.
20 Wartorn Dragonsphire (A,W)
Gogmazios Fiberwing
Your weapon deals an extra 1d8 fire damage.
ARMOR MATERIAL EFFECTS Gogmazios Briartail
Gogmazios Battlement Critical Eye+. Your weapon attacks critical hit range is
Handicraft+2. For 24 hours, you gain proficiency with increased by 2.
two artisan tool of your choice each dawn.
Gogmazios Gasher
Gogmazios Fortress This weapon has 3 runes that it regains daily at dawn.
Bounty Hunter. Whenever you carve a creature of CR 5 When you hit a creature with this weapon, you can
or higher, you can carve it two extra times. This property expend a rune to have it make a DC 17 Dexterity saving
does not stack with any other carve effect equipped by throw. On a failed save, the target is tarred until they
your or others. escape (DC 17) or until they take fire damage.
Gogmazios Offenders Wartorn Dragonsphire
Evasion. You have advantage on Dexterity saving throws This material acts as a Rune material. When you hit a
while you wear this armor. creature with this weapon, roll 5d8. If the creatures
Gogmazios Fiberwing remaining hit points are below the number rolled, that
You have resistance to cold damage while you wear this creature falls unconscious for 1 minute, until the
armor. creature takes damage, or until someone uses an action
to shake or slap the creature awake. Once the creature
Gogmazios Briartail wakes up, they are immune to this weapons effect for
Evade Extender (L). You have a +3 bonus to Dexterity 24 hours.
saving throws while you wear this armor.
Wartorn Dragonsphire OTHER MATERIAL EFFECTS
You have immunity to cold damage while you wear this Heavy Drakesbone Oil
armor. This dark, thick, flammable oil. The oil can coat one
slashing or piercing weapon or up to 5 pieces of
slashing or piercing Ammunition. Applying the oil takes
1 minute. For 1 hour, the coated item is magical and it
deals an extra 2d6 fire damage to any target it hits.

114
 Nakarkos Soul Orb
(Sorcerer, Warlock, and Wizard only) This armor has two
Challenge Rating 20 runes that it regains daily at dawn. As an action you can
Carves 6 expend one of these runes to cast armor of agathys at
Carve Chance Material Slots 5th level. When the spell deals its damage, it deals it as
piercing damage instead of as cold damage.
1-6 Nakarkos Hide (A,W)
7-11 Nakarkos Arm Brace (A,W) WEAPON MATERIAL EFFECTS
Nakarkos Hide
12-15 Radiant Mucus (W) Elderseal. A creature hit by this weapon cannot use an
16-17 Nakarkos Cuttlebone (A,W) action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
18-19 Nakarkos Fang (W) the end of its turn.
20 Nakarkos Soul Orb (A,W) Nakarkos Arm Brace
Furor. When you are below one-tenth of your maximum
hit points, your melee weapon attacks with this weapon
ARMOR MATERIAL EFFECTS deal maximum damage.
Nakarkos Hide
You have advantage on Wisdom (Insight) checks while Radiant Mucus
you wear this armor. While holding this weapon, you can use your bonus
action to transform the weapon into a tentacle rod
Nakarkos Arm Brace (DMG 208) or back to its original form. Each tentacle
Adrenaline. The first time you drop below half of your on the rod has a different damage type: tentacle one,
hit points maximum in combat. You gain a rush of fire; tentacle two, lightning; tentacle three, bludgeoning.
Adrenaline. On your next turn your movement speed Nakarkos Cuttlebone
doubles and you can take one extra action. Crisis+. While suffering from an abnormal status effect,
Nakarkos Cuttlebone such as poisoned, burning, slowed, blinded, etc, all
Survivor+. When an ally, that you can see, is reduced to attacks and spells deal an extra 1d12 spell or weapon
0 hit points you can use your reaction to gain +2 AC, +2 damage.
damage, and +2 to attack rolls for 1 minute. Once used, Nakarkos Fang
this property can't be used again until the next dawn. Trump Card. You have advantage on attack rolls against
creatures that are grappled.
Nakarkos Soul Orb
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of
consumables is increased by 50%.

115
 Alatreon Talon
Critical Element. When you critically hit with a weapon
Challenge Rating 21 or spell that deals cold, fire, lightning, necrotic, or
Carves 6 thunder damage, you deal an extra 1d6 damage of that
Carve Chance Material Slots type.

1-3 Elder Dragon Blood (O) Alatreon Webbing


Bonus Shot. When you take the attack action with the
4-7 Alatreon Scute (A,W) light bowgun or bow, you can make one additional
attack with it as a bonus action.
8-9 Alatreon Talon (W)
Alatreon Tail
10-11 Alatreon Webbing (A,W) You gain +3 to spell attack rolls and you ignore half
12-14 Alatreon Tail (W) cover when making a spell attack.
15-18 Alatreon Plate (A,W) Alatreon Plate
Your weapon deals an extra 1d10 damage. This damage
19 Skypiercer (A,W) can be cold, fire, lightning, or necrotic damage (your
20 Azure Dragongem (W) choice).
Skypiercer
Elemental Atk Up. If your weapon deals cold, fire,
ARMOR MATERIAL EFFECTS lightning, or necrotic damage and you hit a creature
Alatreon Scute with this weapon; roll one additional damage die for the
Blightproof. While wearing this armor you are immune elemental damage.
to blight spells, spell like abilities, and conditions.
Azure Dragongem
Alatreon Webbing (Druid, Sorcerer, Warlock, or Wizard only) The weapon
Evade Extender (L). You gain a +3 bonus to Dexterity has 10 runes. While holding it, you can use an action to
saving throws while you wear this armor. expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: call
Alatreon Plate lightning (3 charges). flame strike (5 charges), or ice
While wearing this armor, any critical hit against you storm (4 charges).
becomes a normal hit.
The weapon regains 1d6 + 4 expended runes daily at
Skypiercer dawn. If you expend the last charge, roll a d20. On a 1.
You have resistance to piercing damage while you wear the weapon cannot regain any charges for one week.
this armor.
OTHER MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Elder Dragon Blood
Alatreon Scute Any rarity weapon upgrade material.
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one additional damage die when it hits.
For example a shortsword now rolls 2d6 and a
greatsword deals 3d6.

116
  Golden Scale
You gain a +3 bonus to your spell attack rolls and spell
Challenge Rating 21 save DC while attuned to this weapon. This bonus
Carves 9 increases to +4 when the spell you are casting deals fire
Carve Chance Material Slots damage.

1-2 Elder Dragon Bone (O) Golden Tailshell


(Melee Weapon only) Whenever your hit a creature with
3-4 Elder Dragon Blood (O) this weapon they ignite in flames. At the start of each of
its turns, the creature must make a DC 17 Constitution
5-7 Golden Shell (A,W) saving throw. On a failed save, it takes 1d8 fire damage.
8-10 Golden Spiralhorn (A,W) On a successful save, the flames are smothered. If the
target or a creature within 5 feet of it uses an action to
11-13 Golden Scale (A,W) put out the flames, or if some other effect douses the
14-16 Golden Tailshell (A,W) flames (such as the target being submerged in water),
the effect ends and the creature is immune to this
17-19 Golden Nugget (O) weapon effect for the next 24 hours.
20 Golden Glimstone (A,W) Golden Glimstone
Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
ARMOR MATERIAL EFFECTS
Golden Shell Dual Blades. Demon/Archdemon Mode duration is
Handicraft+3. For 24 hours, you gain proficiency with increased by 30 seconds.
three artisan tool of your choice each dawn. Great Sword Guard grants a +4 AC bonus for the
duration of the turn it is used.
Golden Spiralhorn Hunting Horn. Melodies duration is increased by 1
You can't be stunned while you wear this armor. minute.
Insect Glaive. Kinsects Essence duration is increased
Golden Scale by 1 minute.
You have resistance to lightning and thunder damage Lance Powerguard grants a +4 AC bonus for the
while you wear this armor. duration of the turn it is used.
Golden Tailshell Switch Axe. Coat Weapon duration is increased by 1
Wide-Range+. When you use Herbs, Antidotes, Cool minute.
Drinks, Hot Drinks, Armor Seeds, or Power Seeds; all
other creatures within a 20-foot radius of you gain its OTHER MATERIAL EFFECTS
effect. Elder Dragon Blood
Golden Glimstone Any rarity weapon upgrade material.
You have immunity to fire damage while you wear this
armor. Elder Dragon Bone
Any rarity armor upgrade material.
WEAPON MATERIAL EFFECTS Golden Nugget
Golden Shell A glittering white gold nugget from Kulve Taroth valued
Your weapon deals an extra 1d8 fire damage. at 3,000 gp.
Golden Spiralhorn
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.

117
 WEAPON MATERIAL EFFECTS
Challenge Rating 23 Nergigante Regrowth Plate
Carves/Capture 6 Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
Carve Chance Material Slots maximum weapon damage with your attacks.
1-3 Elder Dragon Bone (O)
Nergigante Carapace
4-5 Elder Dragon Blood (O) (Bow only) As a bonus action you can grow a black spike
from the palm of your hand and nock it to your bow. A
6-9 Nergigante Regrowth Plate (A,W) creature hit by this spike suffers normal weapon damage
10-12 Nergigante Carapace (A,W) and the spike lodges itself into the creature. A creature's
speed is reduced by 5 feet for every spike impaled into
13-15 Nergigante Talon (A,W) it. If the target or a creature within 5 feet of it uses an
16-17 Nergigante Tail (A,W) action to pull out the spikes, or if some other effect
removes them, the creatures movement speed returns
18-19 Immortal Dragonscale (A,W) to normal.
20 Nergigante Gem (A,W) You are able to grow up to 10 black spikes. You are
unable to grow anymore until you finish a long rest.

ARMOR MATERIAL EFFECTS Nergigante Talon


Nergigante Regrowth Plate Your weapon deals an extra 1d10 slashing damage.
While wearing this armor, you regain 1d6 Hit Points Nergigante Tail
every 10 minutes, provided that you have at least 1 hit When you attack a creature with this weapon and roll a
point. If you lose a body part, the armor causes the 20 on the attack roll, that target takes an extra 3d6
missing part to regrow and return to full functionality necrotic damage, provided that the target isn’t a
after 1d6 + 1 days if you have at least 1 hit point the construct or an Undead. You gain temporary hit points
whole time. equal to the extra damage dealt.
Nergigante Carapace Immortal Dragonscale
Stamina Surge+3. While wearing this armor, you can use Your weapon deals an extra 2d6 piercing damage.
an action to cast the haste spell from it once per day, Nergigante Gem
but can target only yourself when you do so. The first time you attack with this weapon on each of
Nergigante Talon your turns, you can transfer some or all of the weapon's
When a creature within 5 feet of you hits you with a bonus to your armor class, instead of using the bonus
melee attack, you can use your reaction to deal 2d4 on any attacks that turn. For example you could reduce
piercing damage to them. This damage bypasses the bonus to your attack and damage rolls by 2 to gain a
resistance and immunity, and can't be reduced or +2 bonus to AC. The adjusted bonuses remain in effect
avoided by any means. until the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it.
Nergigante Tail
While wearing this armor, any critical hit against you
OTHER MATERIAL EFFECTS
becomes a normal hit.
Elder Dragon Blood
Immortal Dragonscale Any rarity weapon upgrade material.
You have resistance to fire and cold damage while you
wear this armor. Elder Dragon Bone
Any rarity armor upgrade material.
Nergigante Gem
While wearing this armor, you have advantage on saving
throws against spells and other magical effects, and
spell attacks have disadvantage against you.

118
  Annihilating Greathorn
While wearing this armor, you gain a +3 bonus to AC,
Challenge Rating 30 you are immune to fire damage, and you can understand
Carves/Capture 6 and speak Draconic. In addition, you can stand on and
Carve Chance Material Slots walk across molten rock as if it were solid ground.

1-3 Elder Dragon Bone x2 (O) WEAPON MATERIAL EFFECTS


4-5 Elder Dragon Blood x2 (O) Eternal Regrowth Plate
Maximum Might. While your hit points are full and you
6-9 Nergigante Regrowth Plate (A,W) are not suffering from any levels of exhaustion, you deal
10-12 Nergigante Cortex (A,W) maximum weapon damage with your attacks.

13-15 Nergigante Hardclaw (A,W) Nergigante Cortex


(Bow only) As a bonus action you can grow a black spike
16-17 Nergigante Flail (A,W) from the palm of your hand and nock it to your bow. A
18-19 Immortal Shard (A,W) creature hit by this spike suffers normal weapon damage
and the spike lodges itself into the creature. A creature's
20 Nergigante Gem (A,W) speed is reduced by 10 feet for every spike impaled into
it. If the target or a creature within 5 feet of it uses an
action to pull out the spikes, or if some other effect
ARMOR MATERIAL EFFECTS removes them, the creatures movement speed returns
Eternal Regrowth Plate to normal.
While wearing this armor, you regain 1d6 Hit Points
every 10 minutes, provided that you have at least 1 hit You are able to grow up to 10 black spikes. You are
point. If you lose a body part, the armor causes the unable to grow anymore until you finish a long rest.
missing part to regrow and return to full functionality Nergigante Hardclaw
after 1d6 + 1 days if you have at least 1 hit point the Your weapon deals an extra 2d6 slashing damage.
whole time.
Nergigante Flail
Nergigante Cortex When you attack a creature with this weapon and roll a
Stamina Surge+3. While wearing this armor, you can use 20 on the attack roll, that target also has the dispel
an action to cast the haste spell from it once per day, magic spell cast on them at 5th level.
but can target only yourself when you do so. Immortal Shard
Nergigante Hardclaw Your weapon deals an extra 2d8 piercing damage.
When a creature within 5 feet of you hits you with a Annihilating Greathorn
melee attack, you can use your reaction to deal 3d4 While you are attuned to this weapon, you strength
piercing damage to them. This damage bypasses score changes to 29. If your Strength is already equal to
resistance and immunity, and can't be reduced or or greater than the belt's score, the item has no effect
avoided by any means. on you.
Nergigante Flail
While wearing this armor, any critical hit against you OTHER MATERIAL EFFECTS
becomes a normal hit. Elder Dragon Blood
Any rarity weapon upgrade material.
Immortal Shard
You have resistance to nonmagical damage while you Elder Dragon Bone
wear this armor. Additionally, you can use an action to Any rarity armor upgrade material.
make yourself immune to nonmagical damage for 10
minutes or until you are no longer wearing the armor.
Once this special action is used, it can't be used again
until the next dawn.

119
  Deceased Scale
Peak Performance. When your hit points are full and you
Challenge Rating 24 roll a 1 or 2 on a damage die for an attack you make
Carves 6 with a melee weapon, you can reroll the die and must
Carve Chance Material Slots use the new roll, even if the new roll is a 1 or a 2.

1-2 Elder Dragon Blood (O) Vaal Hazak Talon


Your weapon deals an extra 1d10 necrotic damage.
3-4 Elder Dragon Bone (O)
Vaal Hazak Fang
5-7 Vaal Hazak Carapace (A,W) This weapon has 3 runes which are regained daily at
dawn. Once per turn when you hit a creature with this
8-11 Deceased Scale (A,W) weapon you can expend a rune to have the target make
12-13 Vaal Hazak Talon (W) a DC 19 Wisdom saving throw or become frightened of
you for 1 minute. A creature may repeat its saving throw
14-15 Vaal Hazak Fang (W) at the end of its turn, ending the effect on a successful
16-17 Vaal Hazak Wing (A,W) save.

18 Vaal Hazak Membrane (A,W) Vaal Hazak Wing


You gain a +3 bonus to your spell attack rolls and spell
19 Vaal Hazak Tail (A) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
20 Vaal Hazak Gem (A,W) necrotic damage.
Vaal Hazak Membrane
ARMOR MATERIAL EFFECTS (Bow only & Requires 3 sockets) When you nock an
Vaal Hazak Carapace arrow on this bow, it whispers in Elvish, "Return to that
Effluvia Resis+. While wearing this armor you are which spawned you" When you use this weapon to
immune to damage from Effluvia and you have make a ranged attack, you can, as a command phrase,
resistance to acid damage. say "To one with life" The target of your attack becomes
your sworn enemy until it dies or until dawn seven days
Deceased Scale later. You can have only one such sworn enemy at a
While wearing this armor, you regain 1d6 Hit Points time. When your sworn enemy dies, you can choose a
every 10 minutes, provided that you have at least 1 hit new one after the next dawn.
point. If you lose a body part, the armor causes the
missing part to regrow and return to full functionality When you make a ranged attack roll with this weapon
after 1d6 + 1 days if you have at least 1 hit point the against your sworn enemy, you have advantage on the
whole time. roll. In addition, your target gains no benefit from cover,
other than total cover, and you suffer no disadvantage
Vaal Hazak Wing due to long range. If the attack hits, your sworn enemy
Recovery Up+. You regain the maximum number of hit takes an extra 3d6 piercing damage.
points possible from potions or plants that you
consume. While your sworn enemy lives, you have disadvantage
on attack rolls with all other weapons.
Vaal Hazak Membrane
While wearing this armor you can speak its command Vaal Hazak Gem
word to release effluvium gas in a 5-foot radius around (Cleric only) The weapon has 10 runes. While holding it,
you for 1 minute. At the start of each of your turns, each you can use an action to expend 1 or more of its runes
creature within 5 feet of you takes 7 (2d6) necrotic to cast one of the following spells from it, using your
damage. Once you use this feature, you cannot use it spell save DC: Animate Dead (3 charges). bestow curse
again until you complete a long rest. (3 charges), contagion (5 charges), or raise dead (10
charges).
Vaal Hazak Tail
You have resistance to cold damage while you wear this The weapon regains 1d6 + 4 expended runes daily at
armor. dawn. If you expend the last charge, roll a d20. On a 1.
the weapon cannot regain any charges for one week.
Vaal Hazak Gem
Poison Absorbtion. Whenever you are subjected to OTHER MATERIAL EFFECTS
poison damage, you take no damage and instead regain Elder Dragon Blood
a number of hit points equal to the half of the poison Any rarity weapon upgrade material.
damage dealt.
Elder Dragon Bone
WEAPON MATERIAL EFFECTS Any rarity armor upgrade material.
Vaal Hazak Carapace
Elderseal. A creature hit by this weapon cannot use an
action 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.

120
   WEAPON MATERIAL EFFECTS
Vaal Hazak Cortex
Challenge Rating 26 Elderseal. A creature hit by this weapon cannot use an
Carves 6 action that has a recharge until the start of your next
Carve Chance Material Slots turn. The creature can still roll to recharge its ability at
the end of its turn.
1-2 Elder Dragon Blood (O)
Deceased Shard
3-4 Elder Dragon Bone (O) Peak Performance. When your hit points are full and you
5-7 Vaal Hazak Cortex (A,W) 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
8-11 Deceased Shard (A,W) use the new roll, even if the new roll is a 1 or a 2.
12-13 Vaal Hazak Hardclaw (W) Vaal Hazak Hardclaw
Your weapon deals an extra 2d6 necrotic damage.
14-15 Shadowpierce Fang (A,W)
Shadowpierce Fang
16-17 Vaal Hazak Fellwing (A,W) This weapon has 3 runes. When you hit a creature with
18 Deathweaver Membrane (A,W) this weapon, you can expend 1 of its runes to have the
target make a DC 16 Constitution saving throw. On a
19 Vaal Hazak Flail (A) failed save, the target is diseased. At the end of each of
20 Vaal Hazak Mantle (A,W) the diseased target’s turns, the target must make a DC
16 Constitution saving throw. If the target succeeds on
three of these saves, it is no longer diseased, and the
ARMOR MATERIAL EFFECTS spell ends. If the target fails three of these saves, it
Vaal Hazak Cortex remains diseased for 7 days.
Effluvia Resis+. While wearing this armor you are Since this induces a natural disease in its target, any
immune to damage from Effluvia and you have effect that removes a disease or otherwise ameliorates a
resistance to acid damage. disease’s effects apply to it.
While afflicted with this disease, the target has
Deceased Shard difficulty breathing due to the spores growing in its
While wearing this armor, you regain 1d6 Hit Points throat, reducing its movement speed and the time it can
every 10 minutes, provided that you have at least 1 hit hold its breath by half. At dawn of the second day and
point. If you lose a body part, the armor causes the each day after, the target must make a Constitution
missing part to regrow and return to full functionality saving throw, gaining one level of exhaustion on a failed
after 1d6 + 1 days if you have at least 1 hit point the save. The save DC starts as a DC 10 and increases by 1
whole time. each day and the target does not recover a level of
exhaustion from finishing a long rest while afflicted with
Vaal Hazak Hardclaw this disease.
You are immune to poison and disease while you wear
this armor. Vaal Hazak Fellwing
You gain a +3 bonus to your spell attack rolls and spell
Shadowpierce Fang save DC while attuned to this weapon. This bonus
While you are wearing this armor you have darkvision increases to +4 when the spell you are casting deals
out to 60 feet. If you already have darkvision, its range necrotic damage.
extends by an additional 60 feet.
Deathweaver Membrane
Vaal Hazak Fellwing When you attack a creature with this weapon and roll a
Recovery Up+. You regain the maximum number of hit 20 on the attack roll, that target must make a DC 17
points possible from potions or plants that you Constitution saving throw or be poisoned as if by the
consume. contagion spell.
Deathweaver Membrane Vaal Hazak Mantle
While wearing this armor you can speak its command (Cleric only) The weapon has 10 runes. While holding it,
word to release effluvium gas in a 10-foot radius around you can use an action to expend 1 or more of its runes
you for 1 minute. At the start of each of your turns, each to cast one of the following spells from it, using your
creature within 5 feet of you takes 7 (2d6) necrotic spell save DC: Animate Dead (3 charges). bestow curse
damage. Once you use this feature, you cannot use it (3 charges), contagion (5 charges), or raise dead (10
again until you complete a long rest. charges).
Vaal Hazak Flail The weapon regains 1d6 + 4 expended runes daily at
You have immunity to cold damage while you wear this dawn. If you expend the last charge, roll a d20. On a 1.
armor. the weapon cannot regain any charges for one week.
Vaal Hazak Mantle
Poison Absorbtion. Whenever you are subjected to OTHER MATERIAL EFFECTS
poison damage, you take no damage and instead regain Elder Dragon Blood
a number of hit points equal to the half of the poison Any rarity weapon upgrade material.
damage dealt.
Elder Dragon Bone
Any rarity armor upgrade material.
121
  # of materials Name Material with the Effect
Challenge Rating 26 1+ Wind Proof Paolumu Webbing
Carves 6
2+ Earplugs Garuga Ear
Carve Chance Material Slots 3+ Tremor-Proof Diablos Carapace
1-2 Elder Dragon Bone x2 (O) 4+ Flinch Free Xeno'jiiva Shell
3-4 Elder Dragon Blood x2 (O)
5-8 Shara Ishvalda Tenderscale (A,W) WEAPON MATERIAL EFFECTS
9-11 Shara Ishvalda Boulderplate (A,W) Shara Ishvalda Tenderscale
Partbreaker+3. You deal an extra 1d10 damage when
12-15 Shara Ishvalda Petalstone (A,W) you critically hit with this weapon.
16-18 Shara Ishvalda Tenderclaw (A,W) Shara Ishvalda Boulderplate
19 Shara Ishvalda Tenderplate (A,W) Critical Boost+. You can roll two additional weapon
damage die when determining the extra damage for a
20 Shara Ishvalda Gem (A,W) critical hit with a weapon attack.
Shara Ishvalda Petalstone
ARMOR MATERIAL EFFECTS While you are attuned to this armor you can use an
Shara Ishvalda Tenderscale action and point your finger at a target to cast the finger
You have resistance to fire damage while you wear this of death spell, but the spell deals thunder damage
armor. instead of force. Once you use this property, you can't
use it again until the next dawn.
Shara Ishvalda Boulderplate Shara Ishvalda Tenderclaw
Health Boost+. While wearing this armor, your hit point Coalescence. Whenever you succeed on a saving throw
maximum increases by 2 for each character level you to end a condition, you gain a +1 bonus to your attack
have. rolls and spell save DC, and your weapon or spell attacks
Shara Ishvalda Petalstone deal an extra 1d4 cold, fire, or lightning damage (your
Recovery Up+. You regain the maximum number of hit choice) until the end of your next turn.
points possible from potions or plants that you Shara Ishvalda Tenderplate
consume. Your weapon deals an extra 2d6 thunder damage.
Shara Ishvalda Tenderclaw Shara Ishvalda Gem
While you are wearing this armor, you can use an action (Spellcaster only). This weapon has 10 runes. While
to speak its command word to cast the stone skin spell, holding it, you can use an action to expend 1 or more of
but only target yourself. Once you use this property, you its runes to cast one of the following spells from it,
can't use it again until the next dawn. using your spell save DC: thunder wave (1 charge),
Shara Ishvalda Tenderplate shatter (2 charges), meld into stone (3 charges),
Defense Boost (Lightning). While wearing this armor, thunder step (3 charges), stone shape (4 charge)..
you gain a +1 bonus to AC, you are immune to lightning The weapon regains 1d6 + 4 expended runes daily at
damage. dawn. If you expend the last rune, roll a d20. On a 1. the
Shara Ishvalda Gem weapon cannot regain gain any runes for 1 week.
Shara Divinity. For each shara ishvalda material you have
in your armor, trinkets, and weapons that you are OTHER MATERIAL EFFECTS
attuned to, including this material, you gain the Elder Dragon Blood
following armor properties from the list below: Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

122
 Xeno'jiiva Soulscale
Partbreaker +4. You deal an extra 1d12 damage when
Challenge Rating 25 you critically hit with this weapon.
Carves 8
Xeno'jiiva Claw
Carve Chance Material Slots Your weapon deals an extra 1d10 force damage.
1-2 Elder Dragon Bone (O) Xeno'jiiva Horn
This weapon has 3 runes. As an action, you can speak
3-4 Elder Dragon Blood (O)
the weapons's command word and expend 1 rune. For
5-8 Xeno'jiiva Shell (A,W) the next 10 minutes, you have truesight out to 120
feet.
9-11 Xeno'jiiva Soulscale (A,W)
The weapon regains 1d3 expended runes daily at dawn.
12-13 Xeno'jiiva Claw (W)
Xeno'jiiva Wing
14-15 Xeno'jiiva Horn (A,W) Elderseal. A creature hit by this weapon cannot use an
16-17 Xeno'jiiva Wing (A,W) action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
18-19 Xeno'jiiva Veil (A,W) the end of its turn.
20 Xeno'jiiva Gem (A,W) Xeno'jiiva Veil
Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
ARMOR MATERIAL EFFECTS
Xeno'jiiva Shell Dual Blades. Demon/Archdemon Mode duration is
Flinch Free. While wearing this armor you cannot be increased by 30 seconds.
knocked prone, or unwillingly moved from your current Great Sword Guard grants a +4 AC bonus for the
location by any means. duration of the turn it is used.
Hunting Horn. Melodies duration is increased by 1
Xeno'jiiva Soulscale minute.
Your Constitution score is 19 while you wear this armor. Insect Glaive. Kinsects Essence duration is increased
It has no effect on you if your Constitution is already 19 by 1 minute.
or higher. Lance Powerguard grants a +4 AC bonus for the
duration of the turn it is used.
Xeno'jiiva Horn Switch Axe. Coat Weapon duration is increased by 1
While wearing this armor you have advantage on saving minute.
throws against spells and other magical effects.
Xeno'jiiva Wing
Xeno'jiiva Gem
You have a flying speed of 60 feet while you wear this
Xeno'jiiva Divinity. This material cannot be placed in a
armor.
trinket. When placed in a specific weapon it gains one of
Xeno'jiiva Veil the following benefits:
While you're wearing this armor, you can speak its
command word as an action to gain the effect of the (Melee Weapon except the Magus Staff ) When you
etherealness spell, which lasts for 10 minutes or until expend a rune for a weapon material effect, there is a 50
you remove the armor or use an action to speak the % chance to not expend the rune.
command word again. This property of the armor can't (Range Weapon) Attacks with a bow or bowgun has a
be used again until the next dawn. 50% chance to not expend coatings or ammo.
Xeno'jiiva Gem (Magus Staff ) When you cast a 6th-level or lower spell
You have resistance to cold, fire, and lightning damage there is a 10% chance the spell slot is not used.
while you wear this armor.
OTHER MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Elder Dragon Blood
Xeno'jiiva Shell Any rarity weapon upgrade material.
Special Ammo boost +2. Your coating now coats up to
30 arrows and your dragonpiercer deals an extra 3d6 Elder Dragon Bone
piercing damage. Any rarity armor upgrade material.

123
 Crooked Horn
While you wear this armor, you have a swimming speed
Challenge Rating 26 of 60 feet, you can breathe underwater, you suffer no
Carves 9 harm in water as cold as -20 degrees Fahrenheit, and
Carve Chance Material Slots you can see out to 120 feet even in the murkiest of
waters.
1-3 Ceadeus Scale (A,W)
Ceadeus Fur
4-5 Ceadeus Hide (A,W) You have immunity to cold damage while you wear this
armor.
6 Luminous Organ (A)
Deep Dragongem
7-10 Crooked Horn (A,W) Whenever you finish a long rest, you gain the benefits of
11-14 Ceadeus Fur (A) the Heroes' Feast spell.
15-19 Ceadeus Tail (W) WEAPON MATERIAL EFFECTS
20 Deep Dragongem (A,W) Ceadeus Scale
Partbreaker +4. You deal an extra 1d12 damage when
you critically hit with this weapon.
ARMOR MATERIAL EFFECTS
Ceadeus Scale Ceadeus Hide
HG Earplugs. While you are attuned to this armor, you Your weapon deals an extra 1d10 cold damage.
can use a bonus action to conjure two earplugs in the Crooked Horn
shape of your choice. While using these earplugs, you Awaken+. When this material is placed in a weapon that
can only hear creatures you choose to be able to hear. does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls two extra damage die when it hits. For
Ceadeus Hide example a shortsword now rolls 3d6 and a greatsword
Handicraft+3. For 24 hours, you gain proficiency with deals 4d6.
three artisan tool of your choice each dawn.
Ceadeus Tail
Luminous Organ (Light Bowgun and Heavy Bowgun only) H.Load up+.
When you are attacked by a creature within 30 feet of While attuned to this weapon, you increase the
you that you can see, you can use your reaction to maximum capacity for all of your ammo by 5.
impose disadvantage on the attack roll, causing a
blinding white flash to erupt from your armor before the Deep Dragongem
attack hits or misses. An attacker that can’t be blinded is (Druid, Sorcerer, Warlock, and Wizard only). This
immune to this property. weapon has 10 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of
You can use this property three times. You regain all the following spells from it, using your spell save DC:
expended uses when you finish a short rest. cone of cold (5 charges), fog cloud (1 charge), ice
storm (4 charges), or wall of ice (4 charges).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain gain any runes for 1 week.

124
  Earth Dragongem
Iron Wall+. You have a +3 bonus to your armor class
Challenge Rating 26 while you wear this armor.
Carves 9
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Mohran Scale
1-2 Elder Dragon Blood x2 (O) Speed Sharpening. You can spend 1 minute sharpening
3-4 Elder Dragon Bone x2 (O) a bladed weapon. When you hit a creature for the first
time after sharpening it, the weapon deals its maximum
5-8 Mohran Scale (A,W) piercing or slashing damage to the target.
9-11 Mohran Carapace (A,W) Mohran Carapace
12 Pelagicite Ore (O) FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
13-15 Mohran Rockskin (A,W) spirit, or phial charge.
16 Sturdy Fang (A,W) Mohran Rockskin
You gain a +3 bonus to your spell attack rolls and spell
17 Bathycite Ore (O)
save DC while attuned to this weapon. This bonus
18-19 Mohran Brace (A,W) increases to +4 when the spell you are casting deals
lightning or thunder damage.
20 Earth Dragongem (A,W)
Sturdy Fang
Critical Eye+. Your weapon attacks critical hit range is
ARMOR MATERIAL EFFECTS increased by 2.
Mohran Scale Mohran Brace
Sand Surfing. While wearing this armor you're able to Punish Draw+. All creatures hit by your hammer's
swim through desert terrain as if it was water. mighty weapon make their saving throw at disadvantage.
Mohran Carapace Earth Dragongem
Divine Blessing+4. When you take damage you are not Mind's Eye. Your attacks with this weapon bypass the
immune or resistant to, roll a d12 and reduce the damage resistances of any creature.
damage you take by the number rolled. You can use this
property a number of times equal to your Wisdom OTHER MATERIAL EFFECTS
modifier. You regain all expended uses when you finish Elder Dragon Blood
a long rest. Any rarity weapon upgrade material.
Mohran Rockskin
Handicraft+3. For 24 hours, you gain proficiency with Elder Dragon Bone
three artisan tool of your choice each dawn. Any rarity armor upgrade material.
Sturdy Fang Pelagicite Ore
You are immune to fire damage while wear this armor. Any rarity weapon upgrade material.
Mohran Brace Bathycite Ore
Rock Steady. While wearing this armor, you can't be Any rarity armor upgrade material.
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.

   


Dah'ren Mohran uses the same loot table as the Jhen
Morhran.

125
 Aetheryte Shard
As a bonus action, you can utter a vow of enmity against
Challenge Rating 27 a creature you can see within 10 feet of you. You gain
Carves 8 advantage on attack rolls against the creature and
Carve Chance Material Slots disadvantage on attack rolls against other creatures for
1 minute, until it drops to 0 hit points, or falls
1-5 Behemoth Bone (A,W) unconscious.
6-9 Behemoth Mane (A,W)
WEAPON MATERIAL EFFECTS
10-12 Behemoth Shearclaw (A,W) Behemoth Bone
13-16 Behemoth Tail (A,W) Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
17-19 Behemoth Great Horn (A,W)
Behemoth Mane
20 Aetheryte Shard (A,W) (Insect Glaive) Soul of the Dragoon. When you make a
single weapon attack against a target as part of your
standing leap, you make the attack with advantage.
ARMOR MATERIAL EFFECTS
Behemoth Bone Behemoth Shearclaw
When you take damage while wearing this armor, at the (Sorcerer and Wizard only) This weapon has 3 runes that
start of your next turn this set of armor casts the mage it regains daily at dawn. While holding it, you can
armor spell on you. Once this property has been used, it expend 1 rune as an action to cast Melf's Minute
cannot be used again until the next dawn. Meteors. The weapon regains all expended runes daily at
dawn.
Behemoth Mane Behemoth Tail
This armor has 3 runes, which it regains daily at dawn. When you attack a creature with a ranged spell attack
While wearing this armor, you can expend 1 rune as an and roll a 20 on the attack roll, you can cast fireball as a
action to call down a 10-foot tall comet (AC 15, 30 hit bonus action using a 3rd level or higher spell slot. The
points) in a unoccupied space within 30 feet of you. spell must be centered on the creature you hit with the
Behemoth Shearclaw ranged spell attack.
You have advantage on Constitution saving throws to Behemoth Great Horn
maintain concentration while you wear this armor. (Insect Glaive) Dragon Soul. Your kinsect takes on the
Behemoth Tail characteristics of a dragon and your kinsect attacks deal
You have immunity to lightning damage and you cannot an extra 1d12 bludgeoning damage.
be paralyzed while you wear this armor. Aetheryte Shard
Behemoth Great Horn (Sorcerer and Wizard only) While attuned to this
Wind Barrier+. While you are attuned to this armor, you weapon you know the meteor swarm spell. If you already
can use an action to summon a wind barrier around you know this spell, the DC of this spell increase by 3.
for 1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect
in a 10-foot radius around you. Once used, you can't use
this property again until you finish a long rest.

126
 Fatalis Eye
Dark Finale. When you are reduced to 0 hit points but
Challenge Rating 28 not killed outright, you can use your reaction to become
Carves 9 possessed by the Fatalis' evil energies and the following
Carve Chance Material Slots occurs:

1-2 Dark Stone (O) You heal to your maximum hit points.
Your eyes glow red, and an aura of black wisps
3-4 Fatalis B.Scale (A,W) encompasses your body.
At the start of each of your turns, you take you take
5-6 Fatalis R.Scale (A,W) 10 (1d20) necrotic damage. This damage bypasses
7-8 Fatalis W.Scale (A,W) resistances and immunities, and can't be reduced or
avoided by any means.
9-10 Fatalis Shell (A,W) While possessed, you cannot be grappled, stunned, or
11-12 Fatalis Webbing (A,W) restrained.
You gain a +2 bonus to AC and you have advantage
13-14 Fatalis Fellwing (A,W) on all saving throws.
15-16 Fatalis Cortex (A,W) You cannot be healed by normal or magical means.

17-18 Fatalis Horn (A,W) When you are reduced to 0 hit points again, you
automatically fail 2 death saving throw and the
19-20 Fatalis Eye (A,W) possession ends.

ARMOR MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Fatalis B.Scale Fatalis B.Scale
You have resistance to poison damage and immunity to (Melee Weapon only) When you attack a creature with
acid damage while you wear this armor. this weapon and roll a 20 on the attack roll, that target
takes an extra 4d6 acid damage. Then roll another d20.
Fatalis R.Scale If you roll a 20, one of the target's limbs dissolves, with
You have immunity to fire damage and you are immune the effect of such loss determined by the GM. If the
to the poisoned condition while you wear this armor. creature has no limb to dissolve, you dissolve a portion
of its body instead.
Fatalis W.Scale
You have immunity to cold damage and you cannot be Fatalis R.Scale
paralyzed while you wear this armor. While holding this weapon, you can use an action to
Fatalis Shell speak the weapon's command word and summon a fire
Evade Window+. This armor has 5 runes, and it regains elemental and 1d4 magma mephits as if you had cast
1d5 expended runes daily at dawn. When you fail a the conjure elemental spell for each creature.
Dexterity saving throw while wearing it, you can use Fatalis W.Scale
your reaction to expend 1 of its runes to succeed on This weapon has 5 runes that it regains daily at dawn.
that saving throw instead. When you hit a creature with this weapon you can
Fatalis Webbing expend 1 rune to have the creature make a DC 21
Your Constitution score is 24 while you wear this armor. Constitution saving throw. On a failed save, the target is
It has no effect on you if your Constitution is already 24 chilled to the bone for 1 minute. While chilled they have
or higher. disadvantage on all attack rolls and ability checks, and
their speed is reduced by 10 feet. A creature may repeat
Fatalis Fellwing its saving throw at the end of each of its turns, ending
(Paladin and Cleric only) You may use your channel the effect on a success.
divinity feature one additional time between rests.
Fatalis Shell
Fatalis Cortex Rapid Reload. You can reload as a free action while you
Stellar Hunter. You have advantage on Dexterity wear this armor. Additionally, when you make a ranged
(Stealth), Intelligence (Investigation), Strength weapon attack roll and roll a 20 for the attack roll, you
(Athletics), Wisdom (Insight), and Wisdom (Survival) can make one additional attack as a free action.
checks.
Fatalis Webbing
Fatalis Horn Critical Eye++. Your weapon attacks critical hit range is
Wellness. While wearing this armor, you cannot be increased by 3.
unwillingly put to sleep, poisoned, paralyzed, or
stunned. Fatalis Fellwing
This weapon acts as an arcane focus for your
spellcasting. While holding this weapon you can cast a
spell of 4th level or lower that would normally take an
action, as a bonus action.

127
Fatalis Cortex Name someone you know or to whom you have an
While holding this weapon, it creates an aura in a 10- arcane link (hair, piece of clothing, etc.). For the next
foot radius around you. You and all creatures friendly to 24 hours you can see them, hear them, and whisper
you in the aura have advantage on saving throws against to them as if from a nearby shadow.
spells and other magical effects. If you have 17 or more Choose a creature you can see within 60 feet of you.
levels in the paladin class, the radius of the aura That creature must succeed on a DC 17 Strength
increases to 30 feet. saving throw or be grappled by ensnaring shadows
around them. A creature grappled by the shadows can
Fatalis Horn use its action to make contested Strength check
Blazing Majesty. As a bonus action you can activate this against your Intelligence (Athletics) check. On a
weapons property known as Blazing Grace for 1 minute. success, it frees itself.
While blazing grace is active, you gain the following
benefits:
On a 10+, The magic is cast successfully.
You are immune to fire damage.
On a 7-9, As a 10+, but you suffer one of the
You can use an action to cast Melf's Minute Meteors
consequences below of the GM choice, if they choose
(DC 19) from the armor at will, requiring no material
to pick one.
components.
On a 6-, The trinket ceases to function until it is
Your weapons deal an extra 2d6 fire damage.
caressed by a dying breath.
You can use the hammer's Mighty Weapon property
once with any weapon. CONSEQUENCES.
Once you use this property, you cannot use it again The dark spirit in the trinket you were using escapes,
until the next dawn. manifesting in the world. Cross off the Shadow Magic
option that was just used until the spirit is forced or
Fatalis Eye convinced back into the trinket.
Mind's Eye+. Your attacks with this weapon bypass the Your eyes turn jet black. You have truesight out to
damage resistances and immunities of any creature. 120 feet in dim light and darkness, but you see no
color and are blinded by sunlight.
OTHER MATERIAL EFFECTS You skin turns deathly pale or coal black (your choice)
Dark Stone and chill to the touch. You have immunity to cold
(Trinket only) When inserted into a trinket you begin to damage, but you have disadvantage on all social
hear hushed voices coming from it. When you spend a interaction checks. Additionally, the sun burns your
few hours staring into the trinket and listening to their skin, you take 1d4 fire damage for every 10 minutes
whispers, name someone you know but on whom you you are in the sunlight.
have never used this power on before. Then, roll 2d6+2. You begin to suffer from dark and troubling dreams.
When you take a long rest make a DC 10 Wisdom
On a 10+, The stones reveal a secret about them. saving throw. On a failed save you do not gain the
On a 7-9, As 10+, but you must first reveal a secret to benefits of a long rest and you suffer from nightmares
the trinket about your hopes, fears, regrets, or desires. that may reveal a useful secret.
On a 6-, the stones pry a secret from your mind. The spirits in the trinket take purchase in your soul.
Each time the trinket reveals a secret, mark a box and Once a day the spirits can compel you to action as if
choose an option below. by the command spell. When they do, you must
[ ][ ][ ][ ][ ] succeed on a DC 15 Wisdom saving throw. On a
When you mark the last box, you unlock the trinkets’ failed save, you follow the spirits command. If you fail
mysteries and can use Shadow Magic your saving throw by 5 or more, you fall unconscious
and spirits take control of your body for 1d4 hours.
SHADOW MAGIC When you wakes up, you have no memory of what
When you hold the trinket and call on the shadows you did.
within, choose one of the following as an action and roll
2d6+2:
ACTIONS. Cursed. This material is cursed. Attuning to it curses you
until you are targeted by the greater restoration or wish
You cloak yourself in shadows and silence for 1 spell. As long as you remain cursed, you are unwilling to
minute, as if by the invisibliity and silence spells. part with the trinket, keeping it on your person at all
Moving unseen and unnoticed as long as you draw no times.
attention to yourself and avoid the sun or sacred light. Once the curse is broken, you are no longer attuned
to the trinket, you no longer suffer from any
consequences, and you can no longer attune to the
trinket.

128
 You can cast the regenerate spell from it, but only
target yourself. Once you use this property, you can't
Challenge Rating 29 use it again until the next dawn.
Carves 9
Carve Chance Material Slots WEAPON MATERIAL EFFECTS
Safi'jiiva Shard
1-2 Elder Dragon Bone (O)
Maximum Might. While your hit points are full and you
3-4 Elder Dragon Blood (O) are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
5-8 Safi'jiiva Shard (A,W)
9-11 Safi'jiiva Cortex (A,W) Safi'jiiva Cortex
Critical Boost+. You can roll two additional weapon
12-13 Safi'jiiva Hardclaw (W) damage die when determining the extra damage for a
critical hit with a weapon attack.
14-15 Safi'jiiva HardHorn (A,W)
Safi'jiiva Hardclaw
16 Safi'jiiva Lash (A,W) Your weapon and other material effects in it ignore
17-18 Safi'jiiva Fellwing (A,W) resistance to fire damage.
19 Pulsing Dragonshell (A,W) Safi'jiiva HardHorn
Your weapon deals an extra 2d6 fire damage.
20 Zionium Crystal (A,W)
Safi'jiiva Lash
Elderseal. A creature hit by this weapon cannot use an
ARMOR MATERIAL EFFECTS action that has a recharge until the start of your next
Safi'jiiva Shard turn. The creature can still roll to recharge its ability at
Biology. You become proficient with dung bombs while the end of its turn.
you are wearing this armor, and you are immune to Safi'jiiva Fellwing
blight effects such as waterblight, iceblight, or the While you are attuned to this weapon you add a d8 to
blight spell. your initiative at the start of every combat. Additionally
this weapon has one rune. You can expend this rune at
Safi'jiiva Cortex the start of combat to become first in the initiative
Evade Window+. This armor has 5 runes, and it regains order, no matter your roll. You regain the rune after 24
1d5 expended runes daily at dawn. When you fail a hours, but once before you regain the use of this
Dexterity saving throw while wearing it, you can use feature, at the start of another combat, the DM can
your reaction to expend 1 of its runes to succeed on make you last in the initative order.
that saving throw instead.
Pulsing Dragonshell
Safi'jiiva HardHorn Dragonvein Awakening. This material cannot be placed
While wearing this armor you have advantage on saving in a trinket. When placed in a weapon it gains the
throws against spells and other magical effects. following benefits:
Safi'jiiva Lash Your weapon deals an extra 1d6 fire damage
While you wear this armor it casts bright light in a 20-
foot radius and dim light for an additional 20 feet. When a creature must make a saving throw against a
Additionally you and friendly creatures standing within spell, weapon effect, or other abilities that inflicts a
this bright light have advantage on saving throws to condition, the save DC is increased by 2.
resist becoming charmed or frightened. Your weapon attacks critical hit range is increased by 1.
Safi'jiiva Fellwing Zionium Crystal
While you're wearing this armor, you can speak its True Dragonvein Awakening. This material cannot be
command word as an action to gain the effect of the placed in a trinket. When placed in a weapon it gains the
etherealness spell, which lasts for 10 minutes or until following benefits:
you remove the armor or use an action to speak the
command word again. This property of the armor can't Your weapon deals an extra 1d8 fire damage
be used again until the next dawn. When a creature must make a saving throw against a
Pulsing Dragonshell spell, weapon effect, or other abilities that inflicts a
You have immunity to fire damage, and resistance to condition, they do so at disadvantage.
cold and lightning damage while you wear this armor. Your weapon attacks critical hit range is increased by 2.
Zionium Crystal
While you are wearing this armor you gain the following OTHER MATERIAL EFFECTS
benefits: Elder Dragon Blood
You regain consciousness on a roll of 19 or 20 on Any rarity weapon upgrade material.
death saving throws. Elder Dragon Bone
Any rarity armor upgrade material.

129
  WEAPON MATERIAL EFFECTS
Challenge Rating 30 S.Dalamadur Glaive
Carves 9 Awaken+. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
Carve Chance Material Slots damage, it rolls two extra damage die when it hits. For
1-2 Elder Dragon Blood x2 (O) example a shortsword now rolls 3d6 and a greatsword
deals 4d6.
3-4 Elder Dragon Bone x2 (O)
S. Dalamadur Gazer.
5-6 S.Dalamadur Glaive (A,W) Bonus Shot. When you take the attack action with the
7-8 S.Dalamadur Gazer (A,W) light bowgun or bow, you can make one additional
attack with it as a bonus action.
9-10 S.Dalamadur Steel (A,W)
S.Dalamadur Steel
11 Vortex Bone (A,W) At the start of your turn if a creature is grappled or
12 S.Dalamadur Pectus (A,W) restrained by you, that creature takes 2d6 bludgeoning
damage.
13 S.Dalamadur Ripper (W)
Vortex Bone
14-15 S.Dalam Tail Scale (A,W) Punish Draw+. All creatures hit by your hammer's
mighty weapon make their saving throw at disadvantage.
16-17 S.Dalam Tail Shell (W)
S.Dalamadur Pectus
18-19 S.Dalamadur Fanblade (W) Amplify. The elemental damage done by your weapon is
20 Skyblade Dragon Sapphire (A,W) increased by one die size and the duration of
consumables is increased by 50%.
S.Dalamadur Ripper
ARMOR MATERIAL EFFECTS Honed Blade+. When this material is placed into a
S.Dalamadur Glaive bladed weapon its damage die is increased by 1 size up
Pack Rat. While you are attuned to this armor, your party to a maximum of a d12. A d6 becomes a d8, a d8
can gather double the normal number of resources becomes a d10, a d10 becomes a d12.
available on a hunt.
S.Dalam Tail Scale
S.Dalamadur Gazer (Spellcaster only) You know the melf's minute meteors
Guts+2. When you are reduced to 0 hit points but not spell while wearing this armor. If you already know the
killed outright, you can drop to 1 hit point instead. Once spell, you cast it as if it was three levels higher than the
you use this property, you can’t use it again until you spell slot you use.
finish a short or long rest.
S.Dalam Tail Shell
S.Dalamadur Steel This weapon has 3 runes which are regained daily at
Nimbleness. You have advantage on Dexterity dawn. Once per turn when you hit a creature with this
(Acrobatics) checks and Dexterity saving throws while weapon you can expend a rune to have the target make
you wear this armor. Also when you are subjected to an a DC 21 Wisdom saving throw or become frightened of
effect that allows you to make a dexterity saving throw you for 1 minute. A creature may repeat its saving throw
to take only half damage, you instead take no damage if at the end of its turn, ending the effect on a successful
you succeed on the saving throw, and only half damage save.
if you fail.
S.Dalamadur Fanblade
Vortex Bone Brutality. Your weapon attacks critical hit range is
While you are attuned to this armor, you can use an increased by 2 and you deal an extra 1d10 damage
action to speak its command word to cast the when you critically hit with this weapon.
polymorph spell from it and turn into a giant constrictor
Skyblade Dragon Sapphire
snake (MM p.324) that resembles the dalamadur. You
This weapon has 3 runes which are regained daily at
can use this property twice, regaining all expended uses
dawn. As an action you can expend a rune to have the
when you finish a long rest.
target make a DC 21 Charisma saving throw or become
S.Dalamadur Pectus charmed by you as if you cast the charm person spell.
Wellness. While wearing this armor, you cannot be
unwillingly put to sleep, poisoned, paralyzed, or OTHER MATERIAL EFFECTS
stunned. Elder Dragon Blood
S.Dalam Tail Scale Any rarity weapon upgrade material.
Iron Wall+. You have a +3 bonus to your armor class
Elder Dragon Bone
while you wear this armor.
Any rarity armor upgrade material.
Skyblade Dragon Sapphire
You have immunity to cold and fire damage while you
wear this armor.

130
  Dragon Healing Crystal
Your Constitution score is 24 while you wear this armor.
Challenge Rating 30 It has no effect on you if your Constitution is already 24
Carves 9 or higher.
Carve Chance Material Slots Lao-Shan Hardhorn
1 Elder Dragon Blood x2 (O) While wearing this armor you have advantage on saving
throws against spells and other magical effects.
2 Elder Dragon Bone x2 (O)
Lao-Shan Megaclaw
3-5 Lao-Shan Scale (A,W) You have resistance to nonmagical damage while you
wear this armor. Additionally, you can use an action to
6-7 Lao-Shan Shell (A,W) make yourself immune to nonmagical damage for 10
8 Lao-Shan Horn (A,W) minutes or until you are no longer wearing the armor.
Once this special action is used, it can't be used again
9-11 Lao-Shan Shard (A,W) until the next dawn.
12-13 Lao-Shan Cortex (A,W) Pure Dragon Blood.
14 Lao-Shan Mantle (A,) You gain the following benefits while wearing this armor
Your armor's Armor Class is now 15 + your Dexterity
15-16 Dragon Healing Crystal (A,W,O)
modifer, unless it is already higher than the new
17 Lao-Shan Hardhorn (A,W) Armor Class.
You have advantage on saving throws against spells
18-19 Lao-Shan Megaclaw (A,W) and other magical effects.
20 Pure Dragon Blood (A,W,O) Your spell save DC and spell attack bonus each
increase by 2.

ARMOR MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Lao-Shan Scale Lao-Shan Scale
Marathon Runner+. While wearing this armor, your Your weapon attack deal an extra 2d6 bludgeoning
walking speed increases by 10 feet and you ignore damage and it deals double damage to objects and
difficult terrain if it was not created by a magical effect. structures.
Lao-Shan Shell Lao-Shan Shell
Evasion+. You gain a +1 bonus to all saving throws and Quick Sheath. While attuned to this weapon, you can
you have advantage on Dexterity saving throws while always sheath it as a free action even if you have already
you wear this armor. drawn a weapon as part of your move action.
Lao-Shan Horn Lao-Shan Horn
While wearing this armor, any critical hit against you FastCharge+. When you roll for initiative, your
becomes a normal hit. greatsword, longsword, or charge blade gains 2 charge,
Lao-Shan Shard spirit, or phial charge.
Adrenaline. The first time you drop below half of your Lao-Shan Shard
hit points maximum in combat. You gain a rush of Steady Hand. Your weapon attacks critical hit range is
Adrenaline. On your next turn your movement speed increased by 1 and it bypasses a creatures resistance to
doubles and you can take one extra action. slashing damage.
Lao-Shan Cortex Lao-Shan Cortex
You cannot be charmed or frightened while you wear Furor. When you are below one-tenth of your maximum
this armor. hit points, your melee weapon attacks with this weapon
Lao-Shan Mantle deal maximum damage.
Covert. While wearing this armor you have advantage on
Dexterity (Stealth) checks to move silently and you have
advantage on any ability check made with an Alchemist
kit. Also your bow, light bowgun, and heavy bowgun
ammunition capacity doubles for all ammunition.

131
Lao-Shan Mantle The weapon regains 1d3 expended runes daily at dawn.
Your Strength score is 29 while you are attuned to this
Lao-Shan Megaclaw
weapon. It has no effect on you if your Strength is
While holding this weapon, you gain a +4 bonus to spell
already 29 or higher.
attack rolls. In addition, you ignore half cover when
Dragon Healing Crystal making a spell attack.
The first time you attack with this weapon on each of
your turns, you can transfer some or all of the weapon's OTHER MATERIAL EFFECTS
bonus to your armor class, instead of using the bonus Dragon Healing Crystal
on any attacks that turn. For example you could reduce This hard crystal made from dragon scales is highly
the bonus to your attack and damage rolls by 2 to gain a valued and worth 25,000 gp. As an action, you can
+2 bonus to AC. The adjusted bonuses remain in effect crush this crystal over a creature or speak its name to
until the start of your next turn, although you must hold cast the true resurrection spell on them.
the weapon to gain a bonus to AC from it.
Elder Dragon Blood
Lao-Shan Hardhorn Any rarity weapon upgrade material.
This weapon has 3 runes. While holding it, you can use
an action and expend 1 rune to release a wave of terror. Elder Dragon Bone
Each creature of your choice in a 30-foot radius Any rarity armor upgrade material.
extending from you must succeed on a DC 19 Wisdom Pure Dragon Bone
saving throw or become frightened of you for 1 minute. Upgrades a weapon or armor to its next rarity when
While it is frightened in this way, a creature must spend applied to it.
its turns trying to move as far away from you as it can, Must be used with a week of killing the lao-shun lung or
and it can't willingly move to a space within 30 feet of it becomes normal elder dragon bone.
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.

132


 
Lynians, much like other humanoid creatures are not carved. 
Instead, when a hunter searches the body they have a 50% Challenge Rating 1
chance to have something type of item. You or the hunter can Loot 1
roll the percentile dice. If they have an item, roll on the tables
below to determine what the item is. Loot Chance Item
1-10 Rations (1 day)
Some loot tables for the Lynians will mention 11-15 Coins
AGtMH p.## This stands for what page the item is
16-19 Secret Stash+
on within Amellwind's Guide to Monster Hunting.
20 Shock Trap

OTHER MATERIAL EFFECTS


Ration (1 day)
 Rations consist of dry foods suitable for extended
Challenge Rating 1 travel, including jerky, dried fruit, hardtack, and nuts.
Loot 1 Coins
Loot Chance Item The melynx has 2d6 silver pieces on them.
1-7 Felvine Secret Stash+
A pouch carried by a melynx. Full of miscellaneous
8-14 Herb junk. Can be sold for 50 gp.
15-17 Round Acorn Shock Trap
Item found in (AGtMH p.10)
18-19 Coins
20 Flash bomb

ITEM EFFECTS
Felvine  
Item found in (AGtMH p.32)
Challenge Rating 1/8
Herb Loot 1
Item found in (AGtMH p.32)
Loot Chance Item
Round Acorn
A perfectly round acorn. It's a Felyne's beloved 1-5 Bitterbug
treasure. Can be sold for 10 gp. 6-10 Sushifish
Coins 11-15 Secret Stash
The felyne has 2d6 gold pieces on them.
16-20 Thunderbug
Flash bomb
Item found in (AGtMH p.10)
OTHER MATERIAL EFFECTS
Bitterbug
Item found in (AGtMH p.31)
Sushifish
Item found in (AGtMH p.31)
Secret Stash
A pouch carried by a wild melynx. Full of
miscellaneous junk. Can be sold for 5 gp.
Thunderbug
Item found in (AGtMH p.31)

133

Challenge Rating 1
Loot 1
Loot Chance Item
1-8 Coins
9-13 Hot Pepper
14-16 Snow Herb
16-20 Flashfly cage
 
Challenge Rating 1
OTHER MATERIAL EFFECTS Loot 2
Coins
The grimalkyne has 3d6 copper pieces on them. Loot Chance Item
Hot Pepper 1-10 Shakalaka Treasure
Item found in (AGtMH p.32)
11-13 Suiko Jewel
Snow Herb
Item found in (AGtMH p.32) 14-15 Akito Jewel
Flashfly cage 16-18 Battlefield Jewel
As an action, this tiny cage can be placed on the 19-20 Armor Sphere
ground. When struck the cage explodes filling the
area within 20 feet of it in blinding light. Each
creature in that area must make a DC 12 OTHER MATERIAL EFFECTS
Constitution saving throw or become blinded for 1 Shakalaka Treasure
minute. A small pouch containing 5d6 gp
Suiko Jewel
A jewel of unknown use, the research fleet is willing
to buy for 15 gp
Akito Jewel
 A jewel of unknown use, the research fleet is willing
Challenge Rating 1/8 to buy for 20 gp
Loot 1 Battlefield Jewel
Loot Chance Item A jewel of unknown use, the research fleet is willing
to buy for 25 gp
1-10 Poison Knife
Armor Sphere
11-16 Gold Sake Uncommon armor upgrade material.
17-20 Shakalaka Treasure

OTHER MATERIAL EFFECTS


Poison Knife
When you hit a creature with this dagger, it must
make a DC 10 Constitution saving throw or become
poisoned for 1 minute. A creature can repeat its
saving throw at the end of its turn, curing the poison
on a success. Once it hits a creature, the poison
knife breaks.
Gold Sake
A delicious golden colored sake worth 10 gp
Shakalaka Treasure
A small pouch containing 5d6 gp

134
 Blind knife
When you hit a creature with this dagger, it must make a
Challenge Rating 1/8 DC 10 Constitution saving throw or become blinded for
Loot 1 1 minute. A creature can repeat its saving throw at the
Loot Chance Item end of its turn, restoring sight on a success. Once it hits
a creature, the blind knife breaks.
1 Ration (1 day)
Paralysis knife
2-5 Stone knife When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or be incapacitated
6-10 Blind knife and has its movement speed is reduced to 0 for 1
11-15 Paralysis knife minute. A creature can repeat its saving throw at the
end of its turn, ending the effect on a success. Once it
16-19 Sleep knife hits a creature, the paralysis knife breaks.
20 Potion of healing Sleep knife
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or fall unconscious for
OTHER MATERIAL EFFECTS 1 minute, until it takes damage, or is shaken awake by
Ration (1 day) another creature. Once it hits a creature, the sleep knife
These rations consist of dried fruit and some type of breaks.
animal meat suitable for extended travel.
Potion of healing
Stone knife You regain 2d4 + 2 Hit Points when you drink this
When you hit a creature with this dagger, it must make a potion.
DC 10 Constitution saving throw or become petrified
for 1 minute. A creature can repeat its saving throw at
the end of its turn, ending the petrification on a success.
Once it hits a creature, the stone knife breaks.



 
Challenge Rating 0 Challenge Rating 1/8
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-4 Raw Meat (O) 1-4 Raw Meat (O)
5-6 White Liver (O) 5-6 White Liver (O)
7-11 Warm Pelt (A) 7-11 Anteka Pelt (A)
12-20 Kelbi Horn (O) 12-20 Anteka Antler (A)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Warm Pelt Anteka Antler
You reduce thunder damage you take by 2 while you Botanist. When you successfully gather a plant
wear this armor. resource, you instead gather 2.
Anteka Pelt
OTHER MATERIAL EFFECTS You reduce cold damage you take by 2 while you
Kelbi Horn wear this armor.
A crafting material that is ground up and combined
with mega nutrients to create ancient potions.
OTHER MATERIAL EFFECTS
Raw Meat Raw Meat
Provides 2 days rations when cooked. Provides 2 days rations when cooked.
White Liver White Liver
A white-colored liver, popular for its juicy texture. A white-colored liver, popular for its juicy texture.
Sells for 100 gp. Sells for 100 gp.

135
 
Challenge Rating 1/4 Challenge Rating 1/8
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-15 Raw Meat (O) 1-4 Raw Meat (O)
16-20 Sm Monsterbone (O) 5-13 Slagtoth Oil (O)
14-18 Slagtoth Hide (A)
OTHER MATERIAL EFFECTS 19-20 Jumbo Bone (O)
Raw Meat
Provides 2 days rations when cooked.
ARMOR MATERIAL EFFECTS
Sm Monsterbone Slagtoth Hide
Uncommon weapon upgrade material. You reduce cold damage you take by 2 while you
wear this armor.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.

Challenge Rating 1/8 Jumbo Bone
Carves 1 Uncommon armor upgrade material.
Carve Chance Material Slots Slagtoth Oil
Oil extracted from a Slagtoth's skin. The oil can coat
1-15 Raw Meat (O) one bludgeoning, piercing, or slashing weapon or up
16-20 Sm Monsterbone (O) to 5 pieces of slashing or piercing Ammunition.
Applying the oil takes 1 minute. For 1 hour, the
coated item is magical and deals an extra 1d4 cold
OTHER MATERIAL EFFECTS damage.
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.

Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
 1-3 Raw Meat (O)
Challenge Rating 1/4
Carves 1 4-10 Monster Guts (O)

Carve Chance Material Slots 11-16 Sm Monsterbone (O)

1-10 Raw Meat (O) 17-20 Hydro Hide (A)

11-15 Popo Tongue (O)


ARMOR MATERIAL EFFECTS
16-20 Jumbo Bone (O) Hydro Hide
While wearing this armor, you have a swimming
speed equal to your walking speed.
OTHER MATERIAL EFFECTS
Popo Tongue
Can be cooked (DC 10). A creature who consumes OTHER MATERIAL EFFECTS
the cooked tongue can choose any one language. It Raw Meat
can read, write, and speak that language for 1 hour. Provides 2 days rations when cooked.
Raw Meat Monster Guts
Provides 2 days rations when cooked. Monster innards. A prized delicacy worth 50 gp.
Jumbo Bone Sm Monsterbone
Uncommon armor upgrade material. Uncommon weapon upgrade material.

136

Challenge Rating 2
Carves 1
Carve Chance Material Slots
1-8 Raw Meat (O)
9-13 Rhenoplos Shell (A) 
14-18 Jumbo Bone (O) Challenge Rating 1/4
Carves 1
19-20 Rhenoplos Scalp (W)
Carve Chance Material Slots
1-10 Raw Meat (O)
ARMOR MATERIAL EFFECTS
Rhenoplos Shell 11-20 Larinoth Hide (A)
You reduce fire damage you take by 3 while you wear
this armor.
ARMOR MATERIAL EFFECTS
Larinoth Hide
WEAPON MATERIAL EFFECTS
Detect. You gain a +1 bonus to your passive
Rhenoplos Scalp
Perception while you wear this armor.
(Gunlance only) Artillery Novice. While attuned to
this weapon, you can add your Strength modifier to
the damage of your shell attacks. OTHER MATERIAL EFFECTS
Raw Meat
OTHER MATERIAL EFFECTS Provides 2 days rations when cooked.
Raw Meat
Provides 2 days rations when cooked.
Jumbo Bone
Uncommon armor upgrade material.

Challenge Rating 1
Carves 1
Carve Chance Material Slots
 1-5 Raw Meat (O)
Challenge Rating 1/4 6-13 Gastodon Carapace (A)
Carves 1
14-20 Gastodon Horn (A)
Carve Chance Material Slots
1-10 Raw Meat (O) ARMOR MATERIAL EFFECTS
11-15 Gargwa Feather (A) Gastodon Carapace
You reduce fire damage you take by 2 while you wear
16-19 Sm Monsterbone (O) this armor.
20 Gargwa Egg (O) Gastodon Horn
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
ARMOR MATERIAL EFFECTS
Gargwa Feather
Detect. You gain a +1 bonus to your passive OTHER MATERIAL EFFECTS
Perception while you wear this armor. Raw Meat
Provides 2 days rations when cooked.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.
Gargwa Egg
An egg laid by a Gargwa. Common in food, yet still
very costly. Can be sold for 100 gp.

137

Challenge Rating 1/4 
Carves 1 Challenge Rating 0
Carves 1
Carve Chance Material Slots
Carve Chance Material Slots
1-5 Raw Meat (O)
1-5 Raw Meat (O)
6-13 Kestodon Shell (A)
6-15 Blue Mushroom (O)
14-20 Kestodon Scalp (A)
16-20 Mosswine Hide (A)

ARMOR MATERIAL EFFECTS


Kestodon Shell ARMOR MATERIAL EFFECTS
You reduce fire damage you take by 2 while you wear Mosswine Hide
this armor. Mushroomancer. While wearing this armor you can
digest mushrooms that would otherwise be inedible
and gain their advantageous effects. The more
WEAPON MATERIAL EFFECTS mosswine hide materials equipped in your armor or
Kestodon Scalp trinkets, the more mushrooms you can eat.
While you are attuned to this weapon, you can use
this weapon as your spellcasting focus. 1 Mosswine Hide.
Blue Mushroom, Restores a 1d4 hit points.
OTHER MATERIAL EFFECTS Toadstool, You regain 1 hit point at the start of
Raw Meat each of your turn for 1 minute.
Provides 2 days rations when cooked.
2 Mosswine Hides.
Nitroshroom, Your Strength score increases by +2
for 1 minute.
Parashroom, Your AC becomes 13 + your
 Dexterity modifier for the next 8 hours.
Challenge Rating 0 3 Mosswine Hides.
Carves 1
Chaos Mushroom, You are poisoned for 1 hour,
Carve Chance Material Slots and gain 5 temporary hitpoints per character level
1-5 Raw Meat (O) for the next 10 minutes.
Bindshroom, Your speed increases by 10 feet for
6-13 Moofah Fur (A) 1 hour.
Exciteshroom, Provides one of the other
14-20 Moofah Horn (W) mushroom effects, roll a d6 to see which one:

ARMOR MATERIAL EFFECTS


Moofah Fur 1. Blue Mushroom 4. Parashroom
You reduce cold damage you take by 2 while you 2. Toadstool 5. Chaos Mushroom
wear this armor.
3. Nitroshroom 6. Bindshroom
WEAPON MATERIAL EFFECTS
Moofah Horn
OTHER MATERIAL EFFECTS
Your weapon attacks deal an extra 1 lightning
Raw Meat
damage.
Provides 2 days rations when cooked.

OTHER MATERIAL EFFECTS Blue Mushroom


Raw Meat Item found in (AGtMH p.32)
Provides 2 days rations when cooked.

 

138
 
Challenge Rating 1/2 Challenge Rating 1/8
Carves 1 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-10 Remobra Hide (A) 1-10 Raw Meat (O)
11-18 Striped Skin (A) 11-16 Screamer Sac (O)
19-20 Remobra Head (A) 17-20 Wingdrake Hide (A)

ARMOR MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Remobra Hide Wingdrake Hide
You reduce necrotic damage you take by 2 while you Jump Master. While wearing this armor, you can cast
wear this armor. the jump spell twice per short or long rest, but can
target only yourself when you do so.
Striped Skin
Luck. Roll a d20 at the end of a hunt. On a 18-20,
you get one additional material from the creature. OTHER MATERIAL EFFECTS
Raw Meat
Remobra Head Provides 2 days rations when cooked.
ill Omen. Your Charisma score increases by 1 while
you wear this armor, but you have disadvantage on Screamer Sac
persuasion and deception checks due to an A crafting material used to make sonic bombs.
overwhelming feeling of disaster to those around
you.

 N.Paralysis Sac


You cannot be paralyzed while you wear this armor.
Challenge Rating 9
Carves/Capture 3 Chilling Beak
You have resistance to necrotic damage while you wear
Carve Chance Capture Chance Material Slots this armor.
1-7 1-4 Najarala Shell (A,W)
WEAPON MATERIAL EFFECTS
8-11 5-9 Najarala Fang (W) Najarala Shell
12-14 10-12 Najarala Hide (A) Capturer. When you capture a creature, you gain one
additional material from it.
15-18 13-15 Najarala Sounder (W)
Najarala Fang
----- 16-17 N.Paralysis Sac (A,W) Your weapon deals an extra 1d4 slashing damage.
19 18-19 Najarala Marrow (W) Najarala Sounder
20 20 Chilling Beak (A,W) Your weapon deals an extra 1d6 slashing damage.
N.Paralysis Sac
This weapon has 3 runes which are regained every day at
ARMOR MATERIAL EFFECTS dawn. When you hit a creature with this weapon, you
Najarala Shell may expend a rune to to have the target make a DC 14
While you are wearing this armor, you can use your Constitution saving throw. On a fail the creature is
reaction or bonus action to gain resistance to fire incapacitated and has its movement speed is reduced to
damage until the end of your next turn. You can use this 0 for 1 minute. The creature may repeat its saving throw
property twice, regaining all uses when you finish a long at the end of its turn, ending the effect on a success.
rest.
Najarala Marrow
Najarala Hide Capture Expert. Tranq bombs & ammo roll an extra 3d8
Earplugs. While you are attuned to this armor, you can when they hit a creature.
use a bonus action to conjure two earplugs in the shape Chilling Beak
of your choice. While using these earplugs, you are (Melee Weapon only) When you hit a creature with this
considered deafened. You can dispel the ear plugs as a weapon, you can choose to reduce the damage you deal
bonus action ending the deafened effect. by half to grapple the target.

139
Create Your
Own
Magical Items
Have you ever wanted to customize your own
magical items? Now you can! In this book you
will find loot tables for every creature in the
Monster Hunter Monster Manual that can be
used with the ruleset found within Amellwind's
Guide to Monster Hunting.

Each table consists of different materials with


magical effects ranging from the most common
magical effect to those of legends. Many of them
uniquely created to mirror the armor effects you
would find on the creatures armor in the monster
hunter video game series.

Front & Back Cover Art: by Capcom

Do you like my work and want to see more?


Check out my Patreon for additional monsters,
two-page monster hunts, and much more!

Have a question? You can find me over on Twitch


or as /u/Amellwind on Reddit.

WWW.GMBINDER.COM

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