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Table of Contents
Chapter 1: Foraging p. 4 Fiend p. 177
Aquatic p. 7 Giant p. 185
Coast p. 15 Humanoid p. 190
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Foraging
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Ingredients for food, medicine, magic, and more can be found The chapter is divided into twelve geographic locations: Aquatic,
throughout the world. These useful components can be carefully Coastal, Desert, Forest, Forsaken Realms, Hill, Mountain, Plains,
collected and used in a wide variety of crafting, enchanting, and Swamp, Tundra, Underground & Urban, detailing what ingredients
alchemy projects. Foraging from the natural world can be as simple can be found in each one. All lists are subject to the GM’s approval
as collecting flowers on a hilltop, or as complicated as chiseling out and can be edited at their discretion.
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a gemstone deposit from a cliff face. The guides in this chapter will
show you what ingredients can be found out in the natural world
and how they are useful.
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or collect to become viable.
that can reduce the crafting time of some items.
Rush Job. At the GM’s discretion, a character can choose to
rush the foraging of an ingredient. The time needed to collect
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Grade it is halved but the foraging DC is increased by 5. In the table
The quality of an ingredient is indicated by its grade: low, medium, example, attempting to rush collect shimmer ore requires a DC 25
high, or supreme. This denotes how useful or potent the ingredient Intelligence (Nature) skill check and 1.5 hours of work.
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is in crafting. Low-grade ingredients add to the DC for crafting
items, while higher-grade ingredients subtract from the DC. See Climate Type
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chapter 6 of the Ultimate Guide to Alchemy, Crafting & Enchanting This column denotes the type of climate in which the ingredient
for in-depth rules for using the different ingredient grades and
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their role in crafting. In the table example, shimmer ore is a high- climate conditions and won’t be found where those conditions are
grade ingredient. not met. In the table example, the spark peonies can be found in
arid and temperate climates.
Foraging DC
The four climate types; Arid, Frigid, Temperate, and Tropical,
This column shows the DC (Difficulty Class) and ability check are defined by their cycles of weather. Some geographic locations
required to successfully collect an ingredient of that type from its are found in only one or two climate types, while others occur in
source. On a failed check, the ingredient is too damaged or poor
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all four. Depending on the campaign setting there may be more
quality to be worth taking. In general, only one usable ingredient climate types such as planar variations.
can be collected from a single source. In the table example, a
successful DC 20 Intelligence (Nature) skill check is required to Arid. These regions have two seasons, dry and wet. Most of the
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forage enough shimmer ore to be used as an ingredient. year, these areas endure long, excessive dry seasons where little
water is available. This is offset by short wet seasons, where a huge
Triple or Nothing. At the GM’s discretion, a character can try to amount of rainfall soaks the area.
forage triple the ingredients from the same source, if the source
is large enough to logically accommodate it. This triples the time Frigid. These regions are cool to cold year round. There are only a
needed to collect the ingredient and increases the foraging DC few months of spring or summer (if any) each year coupled with
by 2. On a successful check, three ingredients are collected. On a long winters.
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failed check, all ingredients are destroyed, or otherwise unusable. Temperate. These areas have a balanced cycle with each season
In the table example, attempting to collect triple the shimmer lasting about the same amount of time. The temperatures range
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ore from a large plentiful deposit requires a DC 22 Intelligence from cold in the winter to hot in the summer.
(Nature) skill check and 9 hours of work.
Tropical. These regions are warm to hot year round and usually
Time have a great deal of rainfall. The seasons have much longer
summers with short to mild winters (if any).
This column shows the amount of time that is needed to
successfully forage the ingredient. You might need to sift through Sub-Location
and separate special sand from mundane, or break gemstones
away from the surrounding rock, for example. Unless the full time This column lists a specific area within a geographic location in
is taken, the ingredient cannot be foraged. In the table example, which the ingredient is most likely to be found. Sub-locations
shimmer ore takes 3 hours to mine. provide useful information for where characters can start looking
for ingredients. In the table example, the shimmer ore can usually
be found in the crevices, pits, or spires.
Some sub-locations are only found in a few geographic locations
while others are more universal. For example, glaciers are only
found in the aquatic or tundra areas, while rivers are found in
almost all geographic locations. For a detailed breakdown of all
the sub-locations listed in the book, refer to Appendix A: Sub-
Locations on pg. X.
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(Investigation) check to attempt to find an appropriate merchant Grade specific magic item or a small haunting
to sell to. Consult the GM when attempting to sell a foraged category of magic items. Small Category:
ingredient. Below is a list of prices, and ability checks necessary
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to find a buyer for foraged ingredients of each rank, as well as the
instruments
minimum size of settlement in which you are likely to find a buyer.
High A 25% time reduction to a Specific: frostbrand
Ingredient Sell Price Investigation Minimum Grade specific magic item or a small
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Small Category:
Quality DC Settlement category of magic items. cold-themed items
Size
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Supreme A 50% time reduction to a Specific: sword of
Low 5 (1d10) cp 10 Any
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Medium 5 (1d10) sp 15 Trading Post category of magic items. A Small Category:
High 5 (1d10) gp 20 Small Town 25% time reduction to a large any sword
category of magic items.
Supreme 5 (1d10) pp 25 Large City Large Category:
any weapon
item creation.
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9-10 GM Choice
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Growing under the shadow of the towering canopy, the understory
of the forest is in a constant state of competition for the dwindling
light. These flowers, herbs, and other plants serve to create a variety
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of medicines, toxins, and more.
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d100 Ingredient (Classification) Grade Foraging DC Time Climate Type Sub-location*
1-4
N Ve Cacao Seeds (Stimulant) Low Nature 10 10 Minutes Tropical Copses
5-8 Cassava (Alcohol) Low Nature 10 10 Minutes Tropical Thickets
9-12 Coffee Beans (Stimulant) Supreme Arcana 25 40 Minutes Tropical Copses, Glades,
Meadows
13-16 Corpse Bloom (Toxin; Unique) High Nature 20 3 Minutes Any Gravesites
17-20 Deva’s Trumpet Low Nature 10 1 Minute Tropical Unique - Near
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• Stems (Medicinal) shrines or
• Head (Unique) temples
21-24 Devil’s Claw (Toxin) High Nature 20 3 Minutes Arid Knolls, Thickets
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41-44 Golden Suncup (Stimulant) Medium Nature 15 2 Minutes Arid Dunes, Knobs,
Knolls
45-48 Heaven’s Bloom Supreme Nature 25 4 Minutes Tropical Groves
• Roots (Medicinal)
• Petals (Unique)
49-52 Kratom Leaves (Intoxicant) Medium Nature 15 20 Minutes Tropical Thickets
52-56 Lapacho Roots (Medicinal) Low Nature 10 1 Minute Tropical Patches
57-60 Peace Lily (Unique) High Nature 20 3 Minutes Temperate, Ponds/Pools,
Tropical Streams
61-64 Poison Ivy Low Nature 10 1 Minute Temperate Clinger - Leaf
• Distilled (Toxin) Litter
• Powdered (Unique)
65-67 Purple Passionflower (Medicinal) High Nature 20 3 Minutes Temperate Ponds/Pools,
Steams
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83-85 Star Petal (Precious Metal; Supreme Nature 25 4 Minutes Any Craters
Unique)
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86-88 Wasai (Medicinal) Low Nature 10 1 Minute Tropical Glades, Meadows
89-91 Winterberry (Intoxicant) Low Nature 10 10 Minutes Frigid Thickets
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92-94 Witch Hazel High Nature 20 3 Minutes Frigid Thickets
• Buds (Medicinal)
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• Roots (Toxin)
95-97
N Ve Yarrow Vines (Medicinal) Medium Nature 15 2 Minutes Temperate Clinger - Canopy
98-100 Yellow Folly (Toxin) Medium Nature 15 2 Minutes Frigid Copses, Leaf
Litter
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Corpse Bloom. This vibrant, white flower only grows in areas Poison Ivy (Powdered). This tangled vine that causes blisters and
where a corpse has been shallowly buried. When used as an rashes to break out across humanoid skin that contacts it. When
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ingredient in the crafting of poisons, such as serpent venom, the powdered, it can be used as a short-acting poison. As an action,
poison either deals 1 additional die of damage, or the DC of any you can blow the powder onto one medium or smaller creature
saving throw to resist its effects is increased by 2 (crafter's choice). within 5 feet. It must succeed on a DC 10 Constitution saving
throw or become poisoned until the end of its next turn.
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with detect magic or similar magic. When used as an ingredient flying items, such as boots of flying, the crafting time is reduced by
in the crafting of wondrous items, such as a bag of holding, the 25%.
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crafting time is reduced by 25%. Rubber Fig. A small, green plant that produces a thick sap that is
Heaven’s Bloom (Petals). This large, white-yellow flower rises to a superb sealant. When used as an ingredient in items intended to
kiss the sun with delicate petals that dance in the wind. It grows on resist piercing damage, such as a glamour varnish (See Magic Item
the boughs of ancient trees and has potent medicinal properties. Compendium, pg X) the crafting time is reduced by 25% or the
When used as an ingredient in a recipe from the apothecary potion’s duration is doubled (crafter's choice).
specialty of the alchemy association, such as a potion of synergy Star Petal. The gray petals of this flower look delicate but are as
(See Magic Item Compendium, pg X), the crafting time is reduced tough as steel. A flower has 1d4 usable petals, each of which can
by 25%. be used as a dart. Alternatively, when used as an ingredient in the
Peace Lily. This white lily grows in quiet, secluded ponds. As crafting of ammunition, such as +1 blow darts, the crafting time is
an action, you can eat the bloom to quiet your mind, gaining reduced by 50%.
resistance to psychic damage for one minute.
1-6 Alder Bracket (Medicinal) Low Nature 10 1 Minute Temperate Clinger - Leaf
Litter
7-12 Black Trumpet (Toxin) Medium Nature 15 2 Minutes Any Patches, Trails
13-18 Brittle Cinder (Medicinal) Medium Nature 15 2 Minutes Temperate Root Systems
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19-24 Burnt Matches (Elemental Essence High Nature 20 3 Minutes Frigid Rocky
- Fire) Outcroppings
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25-30 Chanterelle (Medicinal) Medium Nature 15 2 Minutes Temperate Groves, Thickets
31-36 Cordyceps (Medicinal) High Nature 20 3 Minutes Tropical Gorges, Rivers,
Streams
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37-42 Deathcap (Toxin; Unique) Supreme Nature 25 4 Minutes Arid Caves, Structures
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- Deserted
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43-48
N Ve Dryad’s Saddle (Toxin) Medium Nature 15 2 Minutes Tropical Clinger - Tree
Stumps
49-54 Entoloma (Medicinal) Low Nature 10 1 Minute Tropical Fields
55-60 Giant Puffball (Toxin) Low Nature 10 1 Minute Arid, Glades, Streams
Temperate,
Tropical
61-66 Griffin Spots (Stimulant) High Nature 20 3 Minutes Any Cliffs
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67-72 Holy Holly Supreme Nature 25 4 Minutes Temperate Clinger -
• Leaves (Medicinal) Structures
- Temples,
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• Berries (Unique)
Shrines, or Holy
Monuments
73-789 Honey Fungus (Intoxicant) Medium Nature 15 2 Minutes Temperate, Passes, Trails
tropical
79-84 Latticed Stinkhorn (Medicinal) Supreme Nature 25 4 Minutes Tropical Copses, Groves
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- Cold)
• Whole (Intoxicant)
91-95 Scalycap Medium Nature 15 2 Minutes Arid Copses, Patches
• Boiled (Intoxicant)
• Powdered (Toxin)
96-100 Snow Lace Supreme Nature 25 4 Minutes Frigid Caves, Groves
• Whole (Elemental Essence -
Cold)
• Boiled (Intoxicant)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Deathcap. These tiny, white mushroom caps have killed many
adventurers who incorrectly thought them edible, as they are
almost indistinguishable from other safe-to-eat caps. When used
as an ingredient in a recipe from the alkahest specialty of the
alchemy association, such as an affliction elixir (See Magic Item
Compendium, pg X), the crafting time is reduced by 25%.
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• Split (Fiber)
9-12 Bristlecone Pine (Wood; Unique) Supreme Nature 25 4 Hours Arid Canyons,
Grassland
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13-16 Cane Arcanum Supreme Arcana 25 4 Hours Temperate Structures -
• Trunk (Wood) Infused with
• Branches (Unique) ancient arcane
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17-20 Chestnut (Wood) Low Nature 10 1 Hour Temperate Meadows
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21-24
N Ve Cocoa Tree Medium Nature 15 2 Hours Tropical Groves, Meadows
• Trunk (Wood)
• Roots (Stimulant; Unique)
25-28 Cyprus (Wood) Low Nature 10 1 Hour Tropical Shorelines
29-32 Desert Willow (Wood) Low Nature 10 1 Hour Arid Grassland, Oases
33-36 Elder Ash High Nature 20 3 Hours Frigid Foothills, Slopes
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• Trunk (Wood)
• Ash (Unique)
37-40 Elderberry High Nature 20 3 Hours Topical Glades, Thickets
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(Pigment)
45-48 Fairy Song Willow (Wood; Supreme Nature 25 4 Hours Any Glades, Groves,
Unique) Meadows
49-52 Golden Palm Medium Nature 15 2 Hours Tropical Copses, Lakes,
• Trunk (Wood) (Wood), Shorelines
• Sap (Psychotropic) 20 Minutes
(Psychotropic)
52-56 Heaven’s Lotus Medium Nature 15 2 Hours Tropical Glades, Meadows
• Trunk (Wood) (Wood),
• Blooms (Pigment) 20 Minutes
(Pigment)
57-60 Lotus Medici Supreme Nature 25 4 Hours Frigid Caves, Ponds/
• Trunk (Wood) Pools, Streams
• Petals (Medicinal; Unique)
61-64 Maple (Wood) Medium Nature 15 2 Hours Temperate Fields, Meadows
65-68 Oak (Wood) High Nature 20 3 Hours Temperate Any
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85-88 Wandering Wood (Wood; Supreme Nature 25 4 Hours Any Any
Unique)
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89-92 Red Cedar Medium Nature 15 2 Hours Temperate Knobs, Knolls
• Bark and Leaves (Fiber)
• Trunk (Wood)
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93-96 Winter Oak Low Nature 10 1 Hour Frigid Foothills, Slopes
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• Bark and Leaves (Fiber)
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97-100 Winter’s Leaf Supreme Nature 25 4 Hours Frigid Core, Groves
• Buds (Elemental Essence -
Cold; Unique)
• Trunk (Wood; Unique)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Balsa. A pale red, lightweight, and fast-growing shrub. Bards
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Cocoa Tree (Root). The beans from this tree are well known for
have learned that this wood is excellent for making light and their culinary uses, but its roots can be boiled down into a potent
durable instruments. When used as an ingredient in the crafting of stimulant. When used in the crafting of the various types of
instruments, such as a pipe of haunting, the crafting time is reduced K’au-fei (see Magic Item Compendium, pg X), the crafting time is
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as an ingredient in a recipe from the wardwright specialty of the is a necessary ingredient in the crafting of a barrier of elder ash
enchanting association, such as a +1 shield, or the apothecary (see Magic Item Compendium, pg. X). BEWARE… These trees are
specialization of the alchemy association, such as a potion of often the homes of dryads or other guardians of nature.
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d4 Fairy Song Willow Bonus Trait Wandering Wood. These trees float on the winds and travel
across the world, their roots having dug up huge clumps of the
1 Animal Friend. When played outdoors for a earth to create floating isles. As semi-sentient trees, they usually
minimum of one minute, any small songbirds travel in large groups. Where they travel, they leave the forest
within a mile approach and fly about, singing in more vibrant. When used as an ingredient in the crafting of items
harmony with your tune. You can use an action to with attunement restricted to druids, such as a staff of natural
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attempt to get the songbirds to do a simple task. attunement (See Magic Item Compendium, pg X), the crafting time
Make a Wisdom (Animal Handling) check with a is reduced by 25%.
DC determined by the GM based on the difficulty
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or potential danger of the task. On success, the birds Winter’s Leaf. This shrub grows in the snow; its blue leaves and
attempt to do the task to the best of their ability. white branches thrive in the frozen landscape. When used as an
ingredient in the crafting of cold-themed items, such as a staff of
2 Spectral Melody. After playing for a minimum frost, the crafting time is reduced by 25%.
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of one minute, you can use an action to cast the
minor illusion spell to summon spectral images
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accompanying the tune you are playing. This effect
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spell, and lasts up to 10 minutes. After using this
feature, it cannot be used again until the next dawn.
3 Soothing Song. As an action, you can play a
calming melody targeting one air elemental within
30 feet. Make a Charisma (Performance) check,
contested by the elemental’s Wisdom (Insight)
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check. On a success, you can make a hostile
elemental indifferent, as per the calm emotions spell.
4 Special Effects. After playing for a minimum
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Essence - Fire)
5 Frozen Flower Petal (Elemental Medium Nature 15 2 Minutes Frigid Glades
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Essence - Water)
6 Giant Eagle Feather (Feather) Low Nature 10 1 Minute Arid, Cliffs
Temperate
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7 Iron Ore (Metal) Medium Nature 15 2 Hours Any Rocky
Outcroppings,
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Spires
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N Ve Moonshine (Alcohol) High Nature 20 30 Minutes Any Structures
9 Moonwell Supreme Nature 25 4 Hours Any Unique - Near
• Unrefined (Water, Elemental sources of nature
Essence - Any) magic.
• Boiled (Unique)
10 Soapweed (Fiber) Medium Nature 15 20 Minutes Any Clearings, Glades,
Groves
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Unique)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Moonwell (Boiled). Shallow pools sometimes soak up the ambient Translocation Stone. These pale, purple stones are commonly
magic of the moon, producing pale, glowing pools of water. When found in craters and are said to have traveled across the vast
used as an ingredient in the crafting of a distilled magicka potion corridors of the stars. As an action, you can crush this rock,
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(See Magic Item Compendium, pg X) the crafting time is reduced destroying it to cast the misty step spell.
by 50%.
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Type
Alchemist’s Supplies Unique Nature 25 5 Tropical Waterfalls
Lotus Gypsum (Dry Powder)
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Minutes
Brewer’s Supplies Crystalized Honeydew Unique Nature 25 5 Tropical Canopy
(Flavoring) Minutes
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Calligrapher’s Unique Nature 25 40 Arid Glades
Perizah Rose (Pink Ink)
Supplies Minutes
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Carpenter’s Tools Teakwood (Robust Unique Nature 25 4 Hours Frigid Rocky Outcropping
N Ve Hardwood)
Cartographer’s Tools Typrean Papyrus (Sturdy Unique Nature 25 40 Temperate Ponds/Pools, Rivers,
Parchment) Minutes Streams
Cobbler’s Tools Rubber Tree Sap Unique Nature 25 40 Tropical Glades, Meadows
(Waterproofing) Minutes
Cook’s Utensils Unique Nature 25 40 Temperate Root Systems
Truffles (Flavoring)
Minutes
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Jeweler's Tools Red Beryl Gems (Unique Unique Nature 25 4 Hours Any Copses, Thickets
Decoration)
Leatherworker’s Tools Cedar Oil (Suppling Leather) Unique Nature 25 4 Hours Temperate Groves
Mason’s Tools Marbled Jade (Decorative Unique Nature 25 4 Hours Frigid Crags, Crevices, Pits
Stone)
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The harvesting table states what ingredients can be harvested from
a creature. All tables state the necessary skill checks to harvest
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an ingredient, and the damage types which will hinder or render
impossible the harvesting of that ingredient.
Table Example: (Partial List)
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ADULT BLACK DRAGON (CR 14)
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Ingredient (classification) Grade Harvest DC Time Drawback Damage Ruin Damage
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Draconic Blood (Unique)
High
Medicine or
Survival 20
Medicine or
1 Minute
10 Minutes
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Necrotic, Piercing,
Necrotic, Poison
-
Essence; Unique) Survival 20 Poison
Skull (Bone; Unique) High Medicine or 30 Minutes Bludgeoning, Force, -
Survival 20 Thunder
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Teeth (Trophy) High Medicine or 5 Minutes Bludgeoning, Force, -
Survival 20 Thunder
Other Creature Characteristics: Resistances & Immunities, Senses & Communications, and Speeds
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use as an ingredient. In the table example, a draconic heart can be high, or supreme. This denotes how useful or potent the ingredient
used as creature essence or as an unique ingredient in crafting. is in crafting. Low-grade ingredients add to the DC for crafting
items, while higher-grade ingredients subtract from the DC. See
Unique Ingredients chapter 6 of the Ultimate Guide to Alchemy, Crafting & Enchanting
for in-depth rules for using the different ingredient grades and
Throughout the harvesting chapter, you will see creature parts their role in crafting. In the table example, draconic blood is a high-
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with the (unique) tag next to the ingredient name. These grade ingredient.
ingredients have an additional ability, usage option, or special
Harvest DC
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examples of the sort of magic items that can be made using those
10 Large and easily reached organs. Heart and parts.
Minutes Brain
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1 Hour Small and delicate organs. Glands Customization
While the ingredients listed in the following sections should
Rush Job. At the GM’s discretion, a character can choose to rush be appropriate for the majority of applicable creatures, there
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the harvesting of an ingredient. The time needed to collect it are exceptions to every rule. The GM should feel free to
is halved but the harvesting DC is increased by 5. In the table alter the names and descriptions of a harvestable ingredient
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example, attempting to rush collect teeth requires a DC 25 to better suit the specifics of a situation. For example, you
Intelligence (Nature) skill check and 2.5 minutes of work.
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Players Note. If you do not have time to harvest a creature properly gnawing teeth, rather than the digging claws the Burrowing
then consider using magic to preserve the creature's carcass and Speed section suggests.
prevent spoiling, such as a gentle repose spell, or using magic items
such as a portable hole to store it until the proper time can be
devoted to the task.
Drawback Damage
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Ruin Damage
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Hide Table
A creature's hide, pelt, fur, skin, scales, or shell make up its Creature Size Category Time to Skin
outermost layer and defend it in some way. For the sake of
simplicity, these rules refer to all outer protective layers as ‘hide’. Tiny 10 minutes
Historically, the hide has been a prized item, often used in trade, Small 30 minutes
garment making, or tanned into durable leather. Medium 1 hour
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Time. Throughout this chapter, various sections refer to this table
for the time required to harvest a creature’s hide. The larger the Large 4 hours
creature, the more time is required to skin it. Huge 8 Hours
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Prerequisite. You must be proficient with daggers, or in Wisdom Gargantuan 24 Hours
(Survival) checks to attempt to harvest a creature’s hide.
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Acid
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Creatures with immunity or resistance to acid damage have a
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thick hide that repels the corrosive fluid. They tend to live in
naturally acidic conditions such as volcanic lakes or underground
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pools. Their hide can be harvested as a unique ingredient called
'Alkahide'.
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Alkahide. The hide from creatures immune or resistant to acid
damage. When used as an ingredient in the crafting of items that
grant resistance or immunity to acid damage, such as a ring of earth
elemental command, the crafting time is reduced by the percentage
listed in the Crafting Reduction column.
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Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
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Unique) Survival 25 Necrotic
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
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Resilient Hide. This tough hide can resist most non-magical
attacks with ease. When used as an ingredient in the crafting of
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items that grant resistance or immunity to piercing, bludgeoning,
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or slashing damage, such as armor of invulnerability, the crafting
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time is reduced by the percentage listed in the Crafting Reduction
column.
Cold
Creatures that live in the icy tundra, or the chilling depths of the
sea often have resistance or immunity to cold damage. Their hide
can be harvested as a unique ingredient called 'Cryohide'.
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Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
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Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Cryohide. This durable hide is usually covered in thick fur or
scales, or contains some insulating layer that shelters a creature
from the biting cold. When used as an ingredient in the crafting
items that grant resistance or immunity to cold damage, such as
an armor of frost resistance, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.
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Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid 25%
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Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid 50%
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Unique) Survival 25 Necrotic,
Slashing
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*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
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Heatproof Hide. This flame-retardant hide reflects or disperses
heat, or produces flame-dampening secretions. When used as
an ingredient in the crafting of items that grant resistance or
immunity to fire damage, such as a potion of fire resistance, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.
Force
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Few creatures can resist the punch of force damage, and even fewer
are immune to it. These rare creatures are especially resilient, able
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Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic,
Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Thickened Hide. The tough, or shock absorbant hide of creatures
able to resist magical force damage. When used as an ingredient
in the crafting of items that grant resistance or immunity to force
damage, such as a brooch of shielding, the crafting time is reduced
by the percentage listed in the Crafting Reduction column.
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Monster CR 11-20 (Hide; High Medicine or Varies Necrotic, Acid, Fire 25%
Unique) Survival 20 Slashing
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Monster CR 21+ (Hide; Supreme Medicine or Varies Necrotic, Acid, Fire 50%
Unique) Survival 25 Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
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Shockproof Hide. The conductive, or dampening hide of creatures
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resistant or immune to lightning damage. It jolts anyone who
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touches it with a non-damaging electrical tingle. When used
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as an ingredient in the crafting of items that grant resistance or
immunity to lightning damage, such as a ring of air elemental
command, the crafting time is reduced by the percentage listed in
the Crafting Reduction column.
Necrotic
Creatures immune or resistant to necrotic damage are able to
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avoid or withstand the harsh, corrupting decay of negative energy.
This special protection originates in their bone marrow, which
either sustains a supreme level of vitality, or is adapted to function
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Bone Marrow (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minutes Bludgeoning, Poison -
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Monster CR 11-20 High Medicine or 1 Hour Necrotic, - 25%
(Unique) Survival 20 Piercing
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Monster CR 21+ (Unique) Supreme Medicine or 1 Hour Necrotic, - 50%
Survival 25 Piercing
Detoxin. A paste made from the ground liver, kidneys, and
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spleens of creatures immune or resistant to poison. When used
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as an ingredient in the crafting of items that grant resistance or
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immunity to poison damage, such as a ring of poison resistance, or
the poison condition, such as a periapt of proof against poison, the
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crafting time is reduced by the percentage listed in the Crafting
Reduction column.
Psychic
Psychic damage bypasses physical barriers to directly attack the
psyche of a target. Only a handful of creatures have evolved to
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shield themselves from the ravaging effects of such an assault. Their
brain matter can be harvested as a unique ingredient called 'Brain
Barrier'.
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Unique) Survival 15 Necrotic,
Slashing
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Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
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Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
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Slashing
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*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
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Soundproof Hide. The thick hide of a creature immune or resistant
to thunder damage. It is an excellent material for muffling sound
and dampening vibrations. When used as an ingredient in the
crafting of items that grant resistance or immunity to thunder
damage, such as a potion of thunder resistance, the crafting time is
reduced by the percentage listed in the Crafting Reduction column.
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Radiant
The searing light of radiant damage burns the flesh and overloads
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Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic,
Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Irradiated Hide. The faintly luminescent hide of a creature
immune or resistant to radiant damage. It is always slightly warm
to the touch. When used as an ingredient in the crafting of items
that grant resistance or immunity to radiant damage, such as an
armor of radiant resistance, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.
Blindsight
Blindsight allows creatures to perceive and understand the world
around them in detail, without using their eyes. Monsters with
blindsight are constantly aware of their immediate surroundings,
so it’s difficult to sneak up on them - even invisibility spells won’t
help against such creatures. The tiny mechanisms of their inner ear
can be harvested as a unique ingredient called 'Hearing Bones’.
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Hearing Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
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Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 1 Minute Bludgeoning, - -
Survival 10 Force, Thunder
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Monster CR 6-10 Medium Medicine or 1 Minute Bludgeoning, - 10%
(Unique) Survival 15 Force, Thunder
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Monster CR 11-20 High Medicine or 1 Minute Bludgeoning, - 25%
(Unique)
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Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Bludgeoning, - 50%
Survival 25 Force, Thunder
Hearing Bones. These miniscule bones (or singular bone, in non-
mammals), are extremely sensitive to sound and vibrations. They
allow a creature to build a complete picture of their surroundings
by sound alone. When used as an ingredient in the crafting of
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items that grant blindsight, such as a potion of increased senses (see
Magic Item Compendium, pg X), the crafting time is reduced by
the percentage listed in the Crafting Reduction column.
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Darkvision
Darkvision allows creatures to make use of miniscule amounts
of light, or even see in pitch blackness. This is often achieved by
means of highly reflective membranes which bounce tiny amounts
of available light through the eye multiple times. Their eyes can be
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Night Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
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Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 1 Minute Force Radiant -
Survival 10
Monster CR 6-10 Medium Medicine or 1 Minute Force Radiant 10%
(Unique) Survival 15
Monster CR 11-20 High Medicine or 1 Minute Force Radiant 25%
(Unique) Survival 20
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Force Radiant 50%
Survival 25
Night Eyes. The eyes of a creature with darkvision, which have
a reflective glow when exposed to direct light. When used as an
ingredient in the crafting of items that grant darkvision, such as
twilight sight (see Magic Item Compendium, pg X), the crafting
time is reduced by the percentage listed in the Crafting Reduction
column.
Nerva Magna (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minutes Necrotic, Acid, Fire -
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Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, Acid, Fire 10%
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(Unique) Survival 15 Slashing
Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Acid, Fire 25%
(Unique) Survival 20 Slashing
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Monster CR 21+ (Unique) Supreme Medicine or 10 Minutes Necrotic, Acid, Fire 50%
Survival 25 Slashing
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Nerva Magna. The nerves from the ears, eyes, or nose of creatures
with keen senses. When used as an ingredient in the crafting of
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items that increase Wisdom (Perception) checks, such as a potion
of keen senses (see Magic Item Compendium, pg X), the crafting
time is reduced by the percentage listed in the Crafting Reduction
column.
Telepathy
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Most creatures communicate through sound, body language, or
pheromones, but some have evolved their brains to bypass these
methods and penetrate the mind of their target directly. These
creatures psychically connect their mind to another’s to speak
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Plantar Pads (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minute Necrotic, Acid, Fire -
Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 10 Minute Necrotic, Acid, Fire 10%
(Unique) Survival 15 Slashing
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Monster CR 11-20 High Medicine or 10 Minute Necrotic, Acid, Fire 25%
(Unique) Survival 20 Slashing
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Necrotic, Acid, Fire 50%
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Survival 25 Slashing
Plantar Pads. These calloused pads, often covered with sensitive,
bristly hairs,come from the appendages of creatures with
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tremorsense. When used as an ingredient in the crafting of items
that grant a tremorsense, such as a potion of increased senses (see
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Magic Item Compendium, pg X), the crafting time is reduced by
the percentage listed in the Crafting Reduction column.
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Truesight
There are many dangers in the world, some of which can cloak
their appearance with magic to deceive, manipulate, or kill.
Creatures that have truesight can see through all deceptions and
view things as they truly are. Their eyes can be harvested as a
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unique ingredient called 'All Seeing Eyes'.
All Seeing Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
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(Unique) Survival 20
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Force Radiant 50%
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Survival 25
All Seeing Eyes. The eyes of a creature with truesight, which
appear focused and watchful, even after death. When used as an
ingredient in the crafting of items that grant a truesight, such as an
elixir of revealing sight (see Magic Item Compendium, pg X), the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.
Innate Spellcasting
Creatures with innate spellcasting have magic coursing throughout
their entire bodies, as tangibly a part of their makeup as blood and
muscle. Their blood can be harvested as a unique ingredient called
'Blood Arcanum'.
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Monster CR 0-5 (Unique) Low Medicine or 1 Minute - Necrotic, - 10 gp
Survival 10 Poison
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Monster CR 6-10 Medium Medicine or 1 Minute - Necrotic, 10% 25 gp
(Unique) Survival 15 Poison
Monster CR 11-20 High Medicine or 1 Minute - Necrotic, 25% 50 gp
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(Unique) Survival 20 Poison
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Monster CR 21+ (Unique) Supreme Medicine or 1 Minute - Necrotic, 50% 100 gp
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Survival 25 Poison
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Blood Arcanum. The blood of creatures that have innate
spellcasting is brimming with arcane magic. When used as an
ingredient in the crafting time of scrolls, such as a scroll of water
breathing, the crafting time is reduced by the percentage listed in
the Crafting Reduction column.
Alternatively, this ingredient can be used in place of the magical
inks needed to scribe in a spellbook, counting as the value of ink
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listed in the Spellbook Ink column.
Magic Resistance
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Some rare creatures are able to shrug off the effects of harmful
magic, through sheer toughness, or by dampening the potency of
magic where it contacts them. Their blood can be harvested as a
unique ingredient called 'Barium Sanguine'.
Survival 10 Poison
Monster CR 6-10 Medium Medicine or 1 Minute - Necrotic, 10% 25 gp
(Unique) Survival 15 Poison
Monster CR 11-20 High Medicine or 1 Minute - Necrotic, 25% 50 gp
(Unique) Survival 20 Poison
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute - Necrotic, 50% 100 gp
Survival 25 Poison
Barium Sanguine. This blood is infused with abjuration magic
and can ward off some of the effects of spells. When used as an
ingredient in the crafting of items that confer advantage on saving
throws against magic, such as a mantle of spell resistance, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.
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(Psychotropic; Unique) Survival 15
Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Poison Physic 25%
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(Psychotropic; Unique) Survival 20
Monster CR 21+ Supreme Medicine or 10 Minutes Necrotic, Poison Physic 50%
(Psychotropic; Unique) Survival 25
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Instinctual Matter. The brain matter of creatures with pack tactics.
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When used as an ingredient in the crafting of items that grant
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advantage on attack rolls or the pack tactics feature, such as a call of
the wolf (see Magic Item Compendium, pg X), the crafting time is
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reduced by the percentage listed in the Crafting Reduction column.
Spellcasting
It takes time, study, and training to be able to handle the raw magic Player Note. Some creatures with the spellcasting feature may
of the universe, the holy powers of deities, or the potent gifts of have alternative ways that their hearts can be used. See the specific
patrons. The years of channeling magic affect the physical bodies creature’s harvesting table for more information. Unless allowed by
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of spellcasting creatures and some of that magic lingers, even after the GM, only one of these can be used per heart.
death. Their hearts can be harvested as a unique ingredient called
'Cardiarcanum'.
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Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Poison Physic 25%
(Psychotropic; Unique) Survival 20
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Monster CR 21+ Supreme Medicine or 10 Minutes Necrotic, Poison Physic 50%
(Psychotropic; Unique) Survival 25
Psionic Mind. The spongy brain matter of creatures with psionics
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causes flashes of memory to resurface when held. When used
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as an ingredient in the crafting of mind or psychic-based items,
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such as a ring of mind shielding, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.
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Speeds
In addition to simply walking, crawling, or slithering across these shapes some aspect of the body which can be harvested and
the ground, many creatures display more specialized forms of used in the creation of items that grant new forms of movement, or
movement: burrowing, climbing, flying, and swimming. Each of give bonuses to speed.
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Burrow Speed
Some creatures can move through the solid earth at great speeds,
leaving tunnels in their wake. Creatures with a burrow speed are
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Digging Claws (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
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Scaling Claws (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minute Bludgeoning, - -
Survival 10 Force, Thunder
Monster CR 6-10 Medium Medicine or 10 Minute Bludgeoning, - 10%
(Unique) Survival 15 Force, Thunder
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Monster CR 11-20 High Medicine or 10 Minute Bludgeoning, - 25%
(Unique) Survival 20 Force, Thunder
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Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Bludgeoning, - 50%
Survival 25 Force, Thunder
Scaling Claws. These thick, strongly curved claws are excellent
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for gripping. When used as an ingredient in the crafting of items
that grant a climb speed, such as a potion of climbing, the crafting
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time is reduced by the percentage listed in the Crafting Reduction
column.
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Fly Speed
Flight is a common dream amongst grounded humanoids. For
some other creatures, though, flight is second nature, allowing
them unparalleled freedom of movement. There are two kinds of
flying creatures: those that use innate magic, and those that rely on
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mechanical means (typically wings).
Magical Flight
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Wing Muscle (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minute Necrotic, Poison, - -
Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 5 Minute Necrotic, Poison, - 10%
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(Unique) Survival 15 Slashing
Monster CR 11-20 High Medicine or 10 Minute Necrotic, Poison, - 25%
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(Unique) Survival 20 Slashing
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Necrotic, Poison, - 50%
Survival 25 Slashing
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Wing Muscle. This thick, chord-like muscle allows winged
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creatures to flap their wings with enough power to keep them
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airborne. When used as an ingredient in the crafting of items
that grant a fly speed, such as wings of flying, the crafting time is
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reduced by the percentage listed in the Crafting Reduction column.
Swim Speed
Many creatures can learn to get by in the water, in order to
cross rivers for example, but those fully adapted to an aquatic
environment possess a natural, superior swim speed. Hefty
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muscles (often driving fins or webbed feet) allow these creatures
to move through water with ease. The muscles of their locomotory
mechanism can be harvested as a unique ingredient called ‘Swim
Muscle'.
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Swim Muscle (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minute Necrotic, Poison, - -
Survival 10 Slashing
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Bone
Hard, durable skeletons make an excellent source of material for
crafting. Most large creatures have bones, though invertebrates,
plants, and most aberrations do not. If in doubt, the GM has final
say on whether a creature has bones, or structures analogous to
them.
Monster Bones (Bone) Grade Harvest DC Time Drawback Damage Ruin Damage
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Monster CR 0-5 (Bone) Low Medicine or 5 Minutes Bludgeoning, Force, -
Survival 10 Thunder
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Monster CR 6-10 (Bone) Medium Medicine or 10 Minutes Bludgeoning, Force, -
Survival 15 Thunder
Monster CR 11-20 (Bone) High Medicine or 20 Minutes Bludgeoning, Force, -
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Survival 20 Thunder
Monster CR 21+ (Bone) Supreme Medicine or 30 Minutes Bludgeoning, Force, -
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Survival 25 Thunder
MeatN Ve
Meat can be temperamental to deal with outside of controlled
conditions. If not harvested promptly after death, or preserved
Preserving Meat
Once the meat has been field dressed, it is ready for preservation.
correctly, it will quickly spoil. In general, the meat of beasts is the There are no skill checks involved in preserving meat as long as
safest to consume. Depending on your campaign setting, the flesh sufficient time and curing salt are available. Once the meat has
of other creature types can be eaten, but might be poisonous, carry dried for the amount of time noted in the Preserving Meat column,
diseases, or drive the consumer mad. Those with resistance to
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you gain the number of dried meat rations noted in the Rations
poison or disease may be better able to consume the flesh of more Gained column.
unusual creatures safely.
Curing Salt. A small bag of coarse salt crystals that are used to dry
Prerequisite. You must be proficient with daggers or in Wisdom
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the creature is left intact. The time to properly field dress a creature Selling Preserved Meat. Low grade dried meat rations can be sold
depends on the creature's size and requires a Wisdom (Survival) to vendors for 5 sp each. Selling higher grade dried meat rations
check dependent on the creature's CR. See the Meat Table for for their full price usually requires seeking out a suitable buyer,
details. Failing this check results in a punctured organ, and the such as a fancy tavern hall or a noble's house chef. In a suitable
resulting bile contaminates the meat, rendering it useless. location, you can make an Intelligence (Investigation) check with a
DC determined by the GM to find an appropriate buyer for cured
Cook’s Utensils. Proficiency with cook’s utensils grants you
meats. These dried meat rations sell for 1 gp (medium grade), 2 gp
advantage on all field dressing checks.
(high grade), and 4 gp (supreme grade).
Non-Preserved Meat: Non-preserved meat spoils within 2 days
of harvesting, though the process can be quicker in warm, damp
environments, and slower in cold, dry ones at the GM’s discretion.
Selling Non-Preserved Meat. This ingredient can be sold with
the normal rules for selling ingredients, as long as it is unspoiled.
Spoiled meat is unsellable.
Beast Size Category Time to Field Dress Preserving Meat Curing Salt Rations Gained
Tiny 1 Minute 4 Hours 1 1
Small 5 Minutes 8 Hours 1 3
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Medium 10 Minutes 12 Hours 1 5
Large 20 Minutes 24 Hours 2 10
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Huge 40 minutes 48 Hours 4 20
Gargantuan 1Hour 96 Hours 8 40
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Exotic Foods Non-Lethal Ingredients
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In many worlds, exotic meats are seen as a delicacy. Wealthy The lists in this chapter are based on if the characters are killing
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merchants, nobles, and royalty have been known to develop a and dissecting creatures for their parts. Some usable creature
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taste for these rarities. Some might actively seek out anyone in
possession of such meats who might be willing to sell, or even be
willing to pay adventurers to hunt down specific creatures for their
parts, such as feathers or scales, could be discarded naturally by
a creature and be found around their natural habitats. Characters
could also try removing ingredients from a creature without
table. For example: killing it, such as plucking feathers from a griffon, or gathering the
• A local dining club is known to pay professionals to hunt for severed limbs of a regenerating troll. At the GM’s discretion, in an
specific, rare meat, such as the hindquarters of a chimera. appropriate place, such as a creature’s nest or lair, the characters
• A powerful dragon wants to dine on fresh humanoid flesh, but may substitute the skill noted in the Harvesting DC column with
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is loath to leave its hoard unguarded. an Intelligence (Investigation) check to find discarded ingredients.
• The cooks guild pays top coin for rare and exotic meats; Alternatively, when harvesting from a living creature, a Wisdom
slightly more than the association of chefs, who whisper that (Animal Handling), or Dexterity (Sleight of Hand) check may be
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the cooks guild uses the meat for sinister purposes. used to harvest a part without killing it.
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Ingredient Sell Price Investigation Minimum
Grade DC City Size
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Low 5 (1d10) cp 10 Any
Medium 5 (1d10) sp 15 Trading Post
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High 5 (1d10) gp 20 Town
Supreme 5 (1d10) pp 25 City
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Crafting Reduction
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Many unique ingredients presented in this section may be used
to reduce the overall time required to craft a specific magic item
or may apply to several magic items from a specific category. In
general, these time reduction ingredients follow this design flow
(some ingredients do differ from this general breakdown, reference
the individual ingredient for its specifics).
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instruments
High A 25% time reduction to a Specific: frostbrand
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Slime (Creature Essence) Medium Medicine or 1 Minute Acid, Fire Radiant -
Survival 15
Tentacle (Unique) Medium Medicine or 1 Minute Acid, Necrotic -
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Survival 15
Other Creature Characteristics: Senses & Communications, and Speeds
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Brain Matter. This brilliant, white brain matter gives the creature Mucous Glands. These sacs are located near the guts, and secrete
the ability to subsume the will of others. As an action, you can a virulent slime. When used as an ingredient in the crafting of
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consume the brain matter and make a DC 12 Constitution saving disease themed items, such as a periapt of health, the crafting time
throw. On a success, you gain telepathy to a range of 30 feet for one
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hour. On a failed save, you are poisoned for one hour. Tentacle. These slimy, suction-cupped tentacles bear spiny pads,
Alternatively, when used as an ingredient in the crafting of items allowing the creature to manipulate its surroundings. When used
that grant telepathy, such as a ring of telepathy, the crafting time is as an ingredient in the crafting of tentacle items, such as a staff of
reduced by 10%. the octopi (see Magic Item Compendium, pg X), the crafting time is
reduced by 10%.
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CHUUL (CR 4)
• Whole (Trophy)
• Spines (Creature
Essence)
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Other Creature Characteristics: Senses & Communications
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Aberrant Heart. This lobed, gray heart is infused with illusion Hide. A gray-green, rubbery hide with a translucent, faintly
magic. As an action, you can eat the heart to attempt to cast the chameleonic quality. When used as an ingredient in the crafting
mirror image spell. You must succeed on a DC 10 Constitution of items that give a bonus to Dexterity (Stealth) checks, such as a
saving throw to cast the spell as part of the same action. On a failed cloak of elvenkind, the crafting time is reduced by 10%.
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save, you are poisoned for one hour. Vocal Cords. These lengthy, blue muscles produce a haunting
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Blood. This greenish blood is infused with abjuration magic. moan when air passes through them. When used as an ingredient
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When used as an ingredient in the crafting of items that reduce in the crafting of items that have a fear effect, such as a mace of
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damage, such as a potion of moderate resistance (see Magic Item
Compendium, pg X) the crafting time is reduced by 10%.
Survival 15
Toothy Maw (Trophy, Low Medicine or 10 Minutes Bludgeoning, Force, -
Creature Essence) Survival 10 Thunder
Other Creature Characteristics: Senses & Communications, and Speeds
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OTUYUGH (CR 5)
Spiked Tentacle. These muscular tentacles bear a large, spiked pad Tongue. This thick tongue must be constantly exposed to the
at the tip. When used as an ingredient in the crafting of tentacle worst filth and diseases, and remain functional. When used as
items, such as a staff of the octopi (see Magic Item Compendium, pg an ingredient in the crafting of items that resist disease, such as a
X), the crafting time is reduced by 10%. periapt of health, the crafting time is reduced by 10%.