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Table of Contents

How To Use This Book? Draconic Shard 18


Dragonblood Ooze 19
Killing Humanoid Enemies 5
Dragonbone Golem 19
Harvesting Checks 5

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Dragonborn Champions 19
Harvest Time 6
Dragonborn of Bahamut 19
Time of Death 6
Dragonborn of Sardior 19
Types of Loot 6
Dragonborn of Tiamat 19

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Dragonflesh Grafters 19
New Monsters Dragonflesh Grafter 19
Amethyst Dragons 8 Dragonflesh Abomination 20
Ancient Amethyst Dragon 8 Dragon Followers 20
Adult Amethyst Dragon 9 Dragon Blessed 20
Young Amethyst Dragon 9 Dragon Chosen 20
Amethyst Dragon Wyrmling 10 Dragon Speaker 20
Animated Breath 10 Dragonnel 20
Aspect of Bahamut 10 Dragon Turtles 20
Aspect of Tiamat
Chromatic Greatwyrm
Crystal Dragons e
Ancient Crystal Dragon
Adult Crystal Dragon
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12
13
13
14
Ancient Dragon Turtle
Young Dragon Turtle
Dragon Turtle Wyrmling
Egg Hunters
20
20
21
21
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Egg Hunter Hatchling 21
Young Crystal Dragon 14 Egg Hunter Adult 21
Crystal Dragon Wyrmling 15 Elder Brain Dragon 21
Deep Dragons 15 Emerald Dragons 22
Ancient Deep Dragon 15 Ancient Emerald Dragon 22
Adult Deep Dragon 16 Adult Emerald Dragon 23
Young Deep Dragon 16 Young Emerald Dragon 23
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Deep Dragon Wyrmling 17 Emerald Dragon Wyrmling 24


Dracohydra 17 Eyedrake 25
Draconians 18 Gem Greatwyrm 25
Draconian Dreadnought 18 Gem Stalker 26
Draconian Foot Soldier 18 Ghost Dragon 26
Draconian Infiltrator 18
Draconian Mage 18
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Draconian Mastermind 18

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Hoard Mimic 26 Sapphire Dragons 31
Hoard Scarabs 27 Ancient Sapphire Dragon 31
Hoard Scarab 27 Adult Sapphire Dragon 32
Swarm of Hoard Scarabs 27 Young Sapphire Dragon 32
Hollow Dragon 27 Sapphire Dragon Wyrmling 33
Liondrake 27 Sea Serpents 33
Metallic Greatwyrm 28 Ancient Sea Serpent 33
Metallic Peacekeeper 28 Young Sea Serpent 34
Metallic Warbler 28 Topaz Dragons 34

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Moonstone Dragons 29 Ancient Topaz Dragon 34
Ancient Moonstone Dragon 29 Adult Topaz Dragon 35
Adult Moonstone Dragon 29 Young Topaz Dragon 35
Young Moonstone Dragon 30 Topaz Dragon Wyrmling 36

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Moonstone Dragon Wyrmling 31

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

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

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

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


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


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

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

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

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

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heavily impact how long it takes to completely
loot the monster. If the adventurers are
unwilling to harvest for the entire duration, or
they are somehow interrupted, they only get
Other items, such as blood or other liquids,
are harvested in vials. This means that, unless
a character has some sort of container to
gather the item, they cannot harvest it from
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a portion of the loot. The amount of loot they the creature. A single vial holds four ounces
get in such a situation varies and is decided of liquid. If items like dust or ash can be
by the DM. harvested, these also need to be stored in
some sort of container if the characters wish to
Time Spend Harvesting bring it with them.
Monster Size Time to Fully Harvest Some creatures, like beasts and
monstrosities, might yield rations. This refers
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Tiny Less than ½ hour


to harvesting meat from the creature that can
Small ½ hour
be eaten as a day’s ration. Whether or not this
Medium 1 hour meat needs to be cooked before it is edible
Large 2 hours and how long it lasts before it turns rancid is
determined by the DM. Most meat starts to go
Huge 4 hours
bad after 1-2 days, if not cooked or cured.
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Gargantuan 8+ hours Certain creatures have items that can be


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

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

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

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

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


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


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

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_____________________________
NEW MONSTERS
_____________________________
Amethyst Dragons • 1d2 Amethyst Dragon Eyes. When
consumed, you are under the effects of

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Ancient Amethyst Dragon either the blink or the protection from
• 6d6+6 Amethysts. One amethyst can be good and evil spells for the next minute.
sold for 100 gp. You decide which spell takes effect when
• 1 Ancient Amethyst Dragon Explosive you consume the eye.

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Crystal. As an action, you can throw • 1d2 Amethyst Dragon Fangs. Can be
this crystal up to 30 feet away where it crafted into a shortsword (150 gp, 9
shatters and explodes. Each creature days). On a hit, you deal an additional
within 10 feet of where the crystal 1d6 force damage with this weapon.
landed must make a DC 23 Dexterity
saving throw. On a failed save, the • 1 Amethyst Dragon Hide. Can be crafted
creature takes 3d8 force damage and into a set of light armor (2000 gp, 60
is knocked prone. On a successful save, days). While wearing this armor, you
the creature takes half as much damage, have resistance to force and psychic

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and it isn’t knocked prone. The crystal
is fragile and bursts 3d6 hours after
being harvested, regardless of if it was
thrown or not.

damage. Three sets of armor can be
crafted from this hide.
2d12 Amethyst Dragon Scales. If you
have 20 scales, you can craft them into
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• 1 Ancient Amethyst Dragon Gravitational scale mail armor (2000 gp, 60 days).
Bead. As an action, you can throw While wearing this armor, you have
this bead up to 30 feet away where it resistance to force and psychic damage.
rapidly expands into a glowing orb. Each • 2d12 Amethyst Dragon Teeth. One tooth
creature within 15 feet of where the bead can be used as the tip on an arrow or a
landed must make a DC 23 Strength crossbow bolt. Ranged attacks that use
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saving throw. On a failed save, the ammunition made from these teeth deal
creature takes 7d8 force damage, and an additional 1d6 force damage on a hit.
its speed becomes zero until the start of After the ammunition has been fired, it
your next turn. On a successful save, the loses this property.
creature takes half as much damage, and
its speed isn’t reduced. • 1d2 Amethyst Dragon Wings. One wing
can be crafted into a resistant cloak
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• 2d6 Amethyst Dragon Claws. Can be (1000 gp, 30 days). Requires attunement.
crafted into a dagger (150 gp, 9 days). When worn, you have resistance to force
On a hit, you deal an additional 1d6 force and psychic damage.
damage with this weapon.
• 10d6 Rations.

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Adult Amethyst Dragon • 1 Amethyst Dragon Hide. Can be
• 1 Adult Amethyst Dragon Explosive crafted into a set of light armor (2000
Crystal. As an action, you can throw gp, 60 days). While wearing this armor,
this crystal up to 30 feet away where it you have resistance to force and
shatters and explodes. Each creature psychic damage.
within 10 feet of where the crystal • 2d8 Amethyst Dragon Scales. If you have
landed must make a DC 20 Dexterity 20 scales, you can craft them into scale
saving throw. On a failed save, the mail armor (2000 gp, 60 days). While
creature takes 2d8 force damage and

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wearing this armor, you have resistance
is knocked prone. On a successful save, to force and psychic damage.
the creature takes half as much damage,
and it isn’t knocked prone. The crystal • 2d8 Amethyst Dragon Teeth. One tooth
is fragile and bursts 3d6 hours after can be used as the tip on an arrow or a

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being harvested, regardless of if it was crossbow bolt. Ranged attacks that use
thrown or not. ammunition made from these teeth deal
an additional 1d6 force damage on a hit.
• 1 Adult Amethyst Dragon Gravitational After the ammunition has been fired, it
Bead. As an action, you can throw loses this property.
this bead up to 30 feet away where it
rapidly expands into a glowing orb. Each • 1d2 Amethyst Dragon Wings. One wing
creature within 15 feet of where the bead can be crafted into a resistant cloak
landed must make a DC 20 Strength (1000 gp, 30 days). Requires attunement.

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saving throw. On a failed save, the
creature takes 5d8 force damage, and
its speed becomes zero until the start of
your next turn. On a successful save, the

When worn, you have resistance to force
and psychic damage.
4d6 Rations.
Young Amethyst Dragon
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creature takes half as much damage, and
its speed isn’t reduced. • 2d6+2 Amethysts. One amethyst can be
sold for 100 gp.
• 4d6+4 Amethysts. One amethyst can be
sold for 100 gp. • 1d2 Amethyst Dragon Claws. Can be
crafted into a dagger (150 gp, 9 days).
• 1d6 Amethyst Dragon Claws. Can be
On a hit, you deal an additional 1d6 force
crafted into a dagger (150 gp, 9 days).
damage with this weapon.
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On a hit, you deal an additional 1d6 force


damage with this weapon. • 1 Amethyst Dragon Eye. When
consumed, you are under the effects of
• 1d2 Amethyst Dragon Eyes. When
either the blink or the protection from
consumed, you are under the effects of
good and evil spells for the next minute.
either the blink or the protection from
You decide which spell takes effect when
good and evil spells for the next minute.
you consume the eye.
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You decide which spell takes effect when


you consume the eye. • 1d2 Amethyst Dragon Fangs. Can be
crafted into a shortsword (150 gp, 9
• 1d2 Amethyst Dragon Fangs. Can be
days). On a hit, you deal an additional
crafted into a shortsword (150 gp, 9
1d6 force damage with this weapon.
days). On a hit, you deal an additional
1d6 force damage with this weapon. • 1 Amethyst Dragon Hide. Can be
crafted into a set of light armor (2000

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gp, 60 days). While wearing this armor, • 1d4 Amethyst Dragon Teeth. One tooth
you have resistance to force and can be used as the tip on an arrow or a
psychic damage. crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
• 2d4 Amethyst Dragon Scales. If you have
an additional 1d6 force damage on a hit.
20 scales, you can craft them into scale
After the ammunition has been fired, it
mail armor (2000 gp, 60 days). While
loses this property.
wearing this armor, you have resistance
to force and psychic damage. • 1d6 Rations.

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• 2d12 Amethyst Dragon Teeth. One tooth
can be used as the tip on an arrow or a Animated Breath
crossbow bolt. Ranged attacks that use • 2d6 Ounces of Arcane Dust. Can be used
ammunition made from these teeth deal as an additional material component

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an additional 1d6 force damage on a hit. when casting spells that deal damage.
After the ammunition has been fired, it When used in this way, you can choose to
loses this property. reroll one of the rolled damage dice and
• 1d2 Young Amethyst Dragon Wings. One must keep the second result.
wing can be crafted into a resistant cloak • 2d4 Vials of Breath Essence. As an
(200 gp, 14 days). Requires attunement. action, the essence can be used to coat
When worn and you take force or one slashing or piercing weapon, or up to
psychic damage, you can use your three pieces of ammunition. A creature


triggering damage.
2d6 Rations.
Amethyst Dragon Wyrmling
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reaction to give yourself resistance to the hit by the weapon or ammunition must
make a DC 15 Constitution saving throw
or take 1d6 damage on a failed save and
half as much damage on a successful
one. The type of damage dealt changes
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• 1d6+1 Amethysts. One amethyst can be depending on the type of breath this
sold for 100 gp. essence was harvested from. Once
applied, the essence retains its potency
• 1d2 Amethyst Dragon Claws. Can be
for one minute before drying.
crafted into a dagger (150 gp, 9 days).
On a hit, you deal an additional 1d6 force
damage with this weapon. Aspect of Bahamut
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• 1 Platinum Flaming Core of Bahamut.


• 1 Amethyst Dragon Fang. Can be crafted
As an action, you can throw this core
into a shortsword (150 gp, 9 days). On
up to 30 feet away where it bursts into
a hit, you deal an additional 1d6 force
flame. Each creature within 20 feet of
damage with this weapon.
where the core landed must make a DC
• 1 Amethyst Dragon Hide. Can be 26 Dexterity saving throw, taking 9d10
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crafted into a set of light armor (2000 radiant damage on a failed save, or half
gp, 60 days). While wearing this armor, as much damage on a successful one.
you have resistance to force and
• 2d6 Dragon Claws of Bahamut. Can be
psychic damage.
crafted into a dagger (150 gp, 9 days). On
• 1d4 Amethyst Dragon Scales. If you have a hit, you deal an additional 1d6 radiant
20 scales, you can craft them into scale damage with this weapon.
mail armor (2000 gp, 60 days). While
• 1d2 Dragon Fangs of Bahamut. Can
wearing this armor, you have resistance
be crafted into a shortsword (150 gp, 9
to force and psychic damage.

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days). On a hit, you deal an additional Aspect of Tiamat
1d6 radiant damage with this weapon.
• 1d2 Black Dragon Fangs. Can be crafted
• 1 Dragon Hide of Bahamut. Can be into a shortsword (150 gp, 9 days). On
crafted into a set of light or medium a hit, you deal an additional 1d6 acid
armor (15,000 gp, 110 days). Requires damage with this weapon.
attunement. This armor grants
• 1d12 Black Dragon Scales. If you have
resistance to acid, cold, fire, lightning,
20 scales, you can craft them into scale
and poison damage. Four sets of armor
mail armor (2000 gp, 60 days). While

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can be created from this hide.
wearing this armor, you have resistance
• 4d12 Dragon Scales of Bahamut. If you to acid damage.
have 20 scales, you can craft them into
• 1d2 Blue Dragon Fangs. Can be crafted
scale mail armor (2000 gp, 60 days).
into a shortsword (150 gp, 9 days). On a

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While wearing this armor, you have
hit, you deal an additional 1d6 lightning
resistance to acid, cold, fire, lightning,
damage with this weapon.
and radiant damage.
• 1d12 Blue Dragon Scales. If you have
• 3d10 Dragon Teeth of Bahamut. One
20 scales, you can craft them into scale
tooth can be used as the tip on an arrow
mail armor (2000 gp, 60 days). While
or a crossbow bolt. Ranged attacks that
wearing this armor, you have resistance
use ammunition made from these teeth
to lightning damage.
deal an additional 1d6 radiant damage


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on a hit. After the ammunition has been
fired, it loses this property.
1d2 Dragon Wings of Bahamut. One
wing can be crafted into a resistant
• 2d6 Claws of Tiamat. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 damage with
this weapon.
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cloak (15,000 gp, 110 days). Requires • 1d2 Green Dragon Fangs. Can be crafted
attunement. When worn, you have into a shortsword (150 gp, 9 days). On
resistance to acid, cold, fire, lightning, a hit, you deal an additional 1d6 poison
and radiant damage. damage with this weapon.
• 10d6 Rations. • 1d12 Green Dragon Scales. If you have
20 scales, you can craft them into scale
• 2d4 Vials of Mount Celestia Winds. As
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mail armor (2000 gp, 60 days). While


an action, you can empty this vial over
wearing this armor, you have resistance
the face of a creature that has been dead
to poison damage.
for no longer than one hour. The creature
is immediately restored to life with all its • 1 Hide of Tiamat. Can be crafted into a
hit points. set of medium armor (15,000 gp, 110
days). Requires attunement. This armor
grants resistance to acid, cold, fire,
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lightning, and poison damage. Four sets


of armor can be created from this hide.
• 1 Tiamat Acid Gland. As an action, you
can throw this gland up to 30 feet away
where it will explode in a burst of acid.
Each creature within 10 feet of where
the gland landed must succeed on a DC

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