Beasts
Beasts
I
n my culture, we harvest what we kill. The meat feeds
us. The fur warms us. We adorn ourselves with their
bones and feathers with pride- not in the kill, but in
gratitude of the spirit that chose us to wear it." - Aki
T'chana, shaman of the Omani tribe
Introduction
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild. All other original material in this
work is copyright 2019 by D Larson of Paper Druid
Publishing and published under the Community Content
Agreement for Dungeon Masters Guild.
If you enjoy this product, keep an eye out for the next
Index... Aberrations!
Creature Harvest
INDEX 2
Creature Harvest
Beast Possible Loot Value in GP Use
Giant Octopus Tentacle 8gp Trophy, Practical
Ink Sac 3gp Practical
Giant Owl Feathers 1gp Trophy, Practical
Eggs 3gp Practical
Giant Poisonous Snake Large Snakeskin 7gp Trophy, Practical
Fangs 6sp Trophy
Serpent Venom 100gp Practical
Eggs 3gp Practical
Giant Rat Small Pelt 6sp Trophy, Practical
Giant Scorpion Large Chitin Fragments 6gp Trophy, Practical
Stinger 12gp Trophy
Venom 100gp Practical
Giant Shark Teeth 8sp Trophy
Shark Skin 35gp Trophy, Practical
Giant Snapping Turtle Large Keratin Fragments 7gp Trophy, Practical
Eggs 4gp Practical
Giant Spider Spiderweb 1gp Practical
Fangs 6sp Trophy
Venom 100gp Practical
Giant Vulture Feathers 8sp Trophy, Practical
Eggs 2gp Practical
Giant Weasel Medium Pelt 1gp Trophy, Practical
Goat Medium Pelt 1gp Trophy, Practical
Horns 6sp Trophy
Hawk Feathers 6sp Trophy, Practical
Egg 1gp Practical
Hulking Crab Huge Chitin Fragments 12gp Trophy, Practical
Hyena Medium Pelt 1gp Trophy, Practical
Fangs 4sp Trophy
Jackal Small Pelt 6sp Trophy, Practical
Jaculi Large Snakeskin 7gp Trophy, Practical
Egg 12gp Practical
Lion Large Pelt 2gp Trophy, Practical
Claws 8sp Trophy
Mammoth Huge Pelt 13gp Trophy, Practical
Large Ivory Tusks 45gp Trophy, Practical
Mastiff Medium Hide 1gp Trophy, Practical
Mule Medium Hide 1gp Trophy, Practical
Octopus Tentacle*** 2gp Trophy, Practical
Ink Sac 8sp Practical
Owl Feathers 8sp Trophy, Practical
Talons 6sp Trophy
Eggs 1gp Practical
Ox Horns 7sp Trophy, Practical
Large Pelt 2gp Trophy, Practical
Panther Medium Pelt 1gp Trophy, Practical
Claws 6sp Trophy
Poisonous Snake Tiny Snakeskin 7sp Trophy, Practical
Serpent Venom 75gp Practical
Eggs 8sp Practical
Pony Medium Hide 1gp Trophy, Practical
Hair 3sp Practical
Rhinoceros Ivory Horn 12gp Trophy
Large Hide 3gp Trophy, Practical
3 INDEX
Creature Harvest
Beast Possible Loot Value in GP Use
Rothe Medium Pelt 1gp Trophy, Practical
Horns 8sp Trophy
Saber-Toothed Tiger Large Pelt 2gp Trophy, Practical
Claws 6sp Trophy
Fangs 5sp Trophy
Tiger Large Pelt 3gp Trophy, Practical
Claws 6sp Trophy
Tressym Wings 3sp Trophy
Tiny Pelt 4sp Trophy, Practical
Vulture Feathers 6sp Trophy, Practical
Egg 8sp Practical
Weasel Tiny Pelt 4sp Trophy, Practical
Wolf Medium Pelt 1gp Trophy, Practical
Fangs 3sp Trophy
An Introduction to Skinning
The parts I have listed here are by no means the ONLY parts
you can use from a creature, but I have listed the most com- Skinner's Tools
mon and easily sold pieces. Each creature will likely possess Each toolkit contains a skinning knife, a whetstone,
some of the following, as described by the table below: two sets of hempen rope (25 feet long), a flask of
oil, 1 lb of salt, and two hunting traps. 25gp
Meat- how much, how to store it, and how much a vendor
may pay for it. Using the Tools (Survival)
Eggs- for applicable creatures, eggs can be eaten or sold Activity Time Spent DC
as future pets. Skinning tiny & small game 15 Minutes 10
Pelts, Skins, and Hides - pelts and hides can be worked
into cloaks, bags, or leathers, or sold to vendors. Skinning medium game 45 Minutes 15
Claws, Fangs, and Teeth - these parts are typically only Skinning large game 1 Hour 20
used as trophies, but can often be made into jewelry or
sold to vendors. Skinning huge game 8 Hours 25
Venom - certain serpents and arachnids (such as scorp- Skinning gargantuan game 1 Week 30
ions and spiders) possess venom glands that can be
carefully extracted or bled into containers. This venom On a successful check, the amount of meat
can be sold to vendors (as is illegal in many cities) or kept harvested is determined above. The other parts,
for personal use. such as pelts and claws, are also included in these
DC checks.
The Harvesting of Meat A failed Survival check will result in half the meat
being worthless and ruining the pelt or hide in
Innkeepers and taverns may be interested in purchasing raw question.
meat from players. Standard game, such as rabbits, deer, You are proficient with Skinner's Tools if you are
bear, etc will likely be purchased at 5cp per lb. More exotic proficient with Leatherworker's Tools.
meats, such as tiger, crocodile, and shark will be worth much
more, depending on the location and the rarity of the creature
whose meat you are trying to sell. I suggest 5sp per lb, with a
x2 or x3 exoticism modifier per DM discretion. For more exo-
tic sales, keeping a trophy to prove what the meat came from
may be useful.
Meats harvested must be either salted or sold within 2
days of the kill, otherwise the meat will spoil.
Game Size Harvestable Meats (lbs)
Tiny 1d4 lbs
Small 1d6+10 lbs
Medium 3d10+30 lbs
Large 8d10+50 lbs
Huge 12d10+100 lbs
INDEX 4
Craftable Items
W
hile not many beasts hold inherent magic, Bonesword
their harvestable parts are still commonly melee weapon (shortsword), common
used in the making of tools, clothing, food, and Damage. 1d6 Slashing
trinkets. Below is a list of generic items that Cost. 6gp
can be made from the parts of many beasts, as
well as their crafting requirements and value:
Feathers
Feathers have a variety of decorative uses, but they are most
Blankets commonly sold for the purposes of fletching arrows and
Fur Size # of Blankets Value being crafted into scribing quills for scholars.
Small 1 Child-Sized 5sp
Arrows
Medium 1 Adult Sized 1gp A standard arrow for a shortbow can take anywhere from 2 to
Large 2 Adult-Sized 2gp 4 feathers depending on your fletching style and feather size!
See the table below for a general idea as to how many arrows
Huge 4 Adult-Sized 4gp you could fletch from one harvest.
Bird Size # of Arrows
Packs Small 4
Pelt Value of Additional
Size # of Packs Parts Required Value Medium 10
Tiny 1 Coin Purse/Belt 2sp 5sp Large 25
Pouch/Waterskin
Small 2 Coin Purses/Belt 4sp 10sp Scribing Quills
Pouches/Waterskins Bird Size # of Quills Value
Medium 1 Backpack 1gp 2gp Small 6 6sp
Large 3 Backpacks 3gp 6gp Medium 30 3gp
Huge 6 Backpacks 6gp 12gp Large 80 8gp
Huge Not Advised --
Leather and Hide Armor
Any leather made from a creature sized Medium or larger Eggs
can be crafted into leather armor. For more information on hatching, taming, and breeding
Leather/Hide Size # of Armor Sets Value
creatures, stay tuned for my FULL compendium Perebuc
Lander's Guide to the Wilds, scheduled for release late
Medium 1 10gp October!!
Large 2 20gp
Huge 4 40gp
Items by Creature, A - Z
Bonetooth Caltrops Almiraj, CR 0
Most teeth of animals sized Medium or larger can be used as A variety of fey rabbits that have a long, slender horn
makeshift caltrops. While these may prove useful to some protruding from the top of their head.
adventurers, most merchants are unwillingly to purchase
them unless they are big enough to be worn as jewelery or as Lucky Foot
trinkets, rather than for the purpose of caltrops. Wondrous item (trinket), very rare (requires attunement)
Parts Required. The foot of an Almiraj.
Effect. While carrying this trinket on your person, you gain
Bone Blades advantage on ALL saving throws.
Animals with long enough horns, tusks, or bones can be Cost. 250gp
harvested to create sturdy weapons.
Dagger of Dexterity
Tusken Dagger melee weapon (dagger), rare (requires attunement)
melee weapon (dagger), common Parts Required. The horn of an Almiraj.
Damage. 1d4 Piercing Effect. The dagger moves quick as lightning, even in slow
Cost. 1gp hands. If the attack roll is a 1 on the die, you may reroll once
per long rest.
5 CRAFTABLE ITEMS
Damage. 1d4 Piercing In addition, if you roll a 20 for the save and the spell is 7th
Cost. 185gp level or lower, the spell has no effect on you and instead
Targets the caster, using the slot level, spell save DC, Attack
Aurochs, CR 2 bonus, and Spellcasting Ability of the caster.
Powerful wild beasts sometimes revered and used as war Cost. 60,000gp
mounts by various orc tribes. Cranium Rat, CR 0
Orcish Blowing Horn Psionically enhanced rats, transformed by mind flayers
musical instrument (horn), rare through bombardment with psionic energy. They're
Parts Required. A hollowed out Aurochs horn bathed in distinguishable from other rats by their glowing, protruding
blood for 8 hours. brains.
Effect. This horn delivers a chilling cry that causes even the
bravest blood to go cold. Any enemies that can hear the horn Elixir of Telepathic Shroud
within 120ft gain disadvantage on all attacks and saving Once this potion has been ingested, you gain immunity to any
throws until your next turn. The horn has 3 charges that are effect that would sense your emotions or read your thoughts,
regained at each dawn. as well as any and all divination spells. This effect lasts 8
Cost. 355gp hours.
Cost. 525gp
Axe Beak, CR 1/4
Tall and highly aggressive flightless birds, most often found in Dire Wolf, CR 1
hills and grasslands. A large version of a grey wolf, dire wolves are also known for
being more feral and aggressive than their smaller
Feathered Handaxe counterparts.
melee weapon (handaxe), common
Parts Required. The beak and 1d4 Axe beak feathers. Armored Pelt Cloak
Damage. 1d6 Slashing wondrous item (cloak), very rare (requires attunement)
Cost. 25gp Parts Required. Dire wolf pelt (DC 18)
Effect. This fur cloak is more dense and heavier than most,
Badger, CR 0 and grants an armor bonus of 2.
Expert diggers, badgers are notorious for their fury when Cost. 4,000gp
threatened; despite their small size, when angered their
strong bite and sharp claws can be highly dangerous. Elephant, CR 4
Elephants are enormous plant-eating animals known for their
Glittergold Belt prehensile trunks. In some lands, they are used as beasts of
wondrous item (belt), very rare, (requires attunement) burden or mounts.
Parts Required. Pelt of a Badger, tanned into a leather belt
(DC 16) and taken to a Gnomish follower of Garl Glittergold, Loxodon Saddlepack
who must then affix golden buckles and clasps to the belt This expansive leathery pack is only suitable for use on larger
with his sigil stamped into the leather. (Any crafter who is not pack animals. It can carry up to 10 sq ft of equipment and
Gnomish will have disadvantage on all Persuasion hold up to 200 lbs without tearing.
(Charisma) checks to convince a follower to do this.) Cost. 35gp
Effect. Someone wearing this belt feels happy-go-lucky at all
times of day. You gain advantage on Performance (Charisma) Ivory Trinket
checks, and if you are Gnomish, Garl Glittergold smiles down Many trinkets of ivory can be found across Faerun, as it is a
on you, granting access to a one-time use of the Lucky feat. rare and coveted material. A single elephant tusk is worth
Cost. 85gp 6gp, but when carved into something (a statuette, a comb,
etc) its value is multiplied. A single tusk can be carved into
Crag Cat, CR 1 1d4 trinkets (DC 18).
Crag cats are well adapted to any terrain, except for dense Trinket New Value
forests. They are often solitary, but can also be found in packs Statuettes 400gp
and family groups with their cubs.
Comb 75gp
Ring of Spell Turning Jewelry 350gp
wondrous item (ring), legendary (requires attunement)
Parts Required. Bone of a Crag Cat, carved into a ring (DC Handles for Items 100gp
20), a gem worth 5,000gp. Carvings and Inlays 500gp
Effect. While wearing this ring, you have advantage on
Saving Throws against any spell that targets only you (not in
an area of effect).
CRAFTABLE ITEMS 6
Giant Centipede, CR 1/4 Camouflage Skin Armor
armor (hide), rare
An arthropod that has grown to a monstrous size, sometimes Parts Required. Giant Octopus skin, crafted into a tunic and
becoming the size of a Halfling or Gnome. breeches (DC 18).
Effect. While underwater, this armor grants you the ability to
Many-Legged Gauntlets merge perfectly into your surroundings. All creatures have
wondrous item (hands), rare (requires attunement) disadvantage when trying to spot you as long as you are
Parts Required. Undamaged carapace, 1d12 legs affixed to unmoving.
the sides of the armguards. In addition to this, the thick hide grants a +1 bonus to AC.
Effect. While wearing these gauntlets, you are granted the Cost. 3,500gp
centipede's ability to scale walls. The centipede legs remain
curled up and out of the way until you place your hand upon a Scribe's Ink
wall to activate its ability. The legs unfurl and skitter up the The ink sac of a giant octopus is worth quite a bit to ink
wall, taking you with them. merchants and at universities, where massive quantities of
While this effect has unlimited charges, it may only be used ink are used daily. The sac contains 128 ounces of ink.
for 10 minutes once per long rest. If you are still attached to a This ink is also widely used in the scribing of magical spell
wall when the 10 minutes is up, you fall. scrolls and sometimes as materials for spells themselves.
Cost. 500gp Cost. 10gp per Ounce
Giant Crab, CR 1/8 Giant Wasp, CR 1/2
Large enough to be mounts as well as trained guard animals, A monstrous version of a regular wasp that becomes deadly
giant crabs are known to be used by covens of sea hags for when hungry or threatened. They prefer to paralyze their prey
protection. before flying them back to the hive.
Carapace Breastplate Paralyzing Poison
armor (breastplate), uncommon Part Required: Poison gland from an applicable creature
Parts Required. Undamaged pieces of crab carapace (DC which must be extracted with Poisoner's Kit (DC 16). One
18) need only come into contact with this poison, so even in its
Effect. This armor grants a nonmagical +1 to AC on top of creation one must be extremely careful. Because of this
the basic breastplate AC. caution, it takes a full 8 hours to extract and store this poison
Cost. 400gp properly.
Effect. Once a creature comes into contact with the poison,
Giant Fire Beetle, CR 0 they must succeed on a DC 16 Constitution saving throw or
A giant fire beetle is a nocturnal creature that takes its name be Poisoned for 1 minute. Until this poison ends, the target is
from a pair of glowing glands that give off light. Miners and Paralyzed. The target can repeat the saving throw at the end
adventurers prize these creatures, for a giant fire beetle’s of each of its turns, ending the effect on itself on a success.
glands continue to shed light for days after the beetle dies. Cost. 275gp
Vial of Torchblood Giant Spider, CR 1
The vial sheds bright light in a 10-foot radius and dim light While giant spiders range in size and aggression, these in
for an additional 10 ft, acting as a torch for up to 1d6 days. particular are large and aggressive, especially when hungry
Cost. 1 5gp or threatened.
Giant Lightning Eel, CR 3 Slippers of Spider Climbing
Elemental Weapon Oil - Lightning wondrous item (feet), uncommon (requires attunement)
Parts Required. The elemental gland of an applicable Parts Required. Web silk and spider skin, cobbled into soft
creature (DC 18) heated into a potent oily substance. shoes (DC 18)
Effect. Anointing a bladed weapon with this oil gives the Effect. While you wear these light shoes, you can move up,
blade an elemental effect similar to the monster's original down, and across vertical surfaces and upside down along
magical abilities (lightning). ceilings, while leaving your hands free. You have a climbing
Creatures struck by such a blade take an extra 1d10 speed equal to your walking speed. However, the slippers
lightning damage. The oil wears off the blade in 1 week's don't allow you to move this way on a slippery surface, such
time, no matter how many times it's taken effect. as one covered by ice or oil.
Cost. 650gp Cost. 500gp
7 CRAFTABLE ITEMS
Sharktooth Choker The mastiff exists for 1 hour. At the end of the duration, the
wondrous item (neck), rare (requires attunement creature disappears from whence it came. It disappears early
Parts Required. 1d12 shark teeth threaded onto a leather if it drops to 0 hit points or if you use an action to speak the
cord (DC 14) command word again while touching it. When the creature
Effect. While wearing this choker, you gain the following disappears, it can't be called upon again until the next dawn.
effects: Cost. 675gp
Blood Frenzy. You have advantage on melee attack rolls
against any creature that doesn't have all its Hit Points. Mammoth, CR
Water Breathing. You can breathe underwater for up to 8 A mammoth is an elephantine creature with thick fur and
hours. long tusks. Stockier and fiercer than normal elephants,
Cost. 1,150gp mammoths inhabit a wide range of climes, from subarctic to
subtropical.
Jaculi, CR 1/2
A tree-dwelling creature that resembles a purple and blue Trampling Greaves
serpent. wondrous item (feet), rare (requires attunement)
Parts Required. Bones of mammoth feet crafted into
Elixir of Animal Trance footwear (medium or larger creatures only) (DC 18)
Parts Required. The eyes of a Jaculi, boiled into a deep violet Effect. If you move at least 20 ft. straight toward a creature
liquid. (DC 16) and then hit it with a melee attack on the same turn, that
Effect. Your swaying motions and music (or singing, or target must succeed on a DC 16 Strength saving throw or be
chanting) compel animals and magical beasts to do nothing knocked prone. If the target is prone, you can make one
but watch you for up to 1 hour or until you stop your action stomp attack against it as a bonus action.
intended to compel. Only a creature with an Intelligence Stomp Attack. A melee weapon attack that can only be
score of 1 or 2 can be fascinated by this spell. The closest used on prone enemies. This attack does 1d10 + STR mod
targets are selected first until no more targets within range bludgeoning damage.
(30 ft) can be affected. Cost. 720gp
A magical beast, a dire animal, or an animal trained to
attack or guard is allowed a Wisdom saving throw (DC 14); Owl, CR 0
an animal not trained to attack or guard is not. Good-natured and silent birds whom are often used to
Cost. 65gp symbolize intelligence or wisdom. Their feathers are prized
for use in fletching.
Lion, CR 1
Powerful feline beasts that travel in packs and are widely Cloak of Silent Flight
known by the golden manes worn by the males. wondrous item (shoulders), rare (requires attunement)
Parts Required. 40 Owl feathers fashioned to the shoulders
Lionclaw Gauntlets of a cloak (DC 15)
wondrous item (hands), uncommon Effect. While wearing this cloak, the sounds of your
Parts Required. Metal gauntlets, 6 intact lion claws melded movement seem to be stifled. You gain advantage on Stealth
into the knuckles of the gauntlets (DC 16) checks made while moving.
Damage. Unarmed strikes become 1d6 slashing damage. If In addition to this, your silent movements keep you from
you are proficient in unarmed strikes, the damage is provoking opportunity attacks when moving out of an
upgraded to 1d8 slashing. enemy's reach.
Cost. 420gp Cost. 700gp
CRAFTABLE ITEMS 8
The panther is friendly to you and your companions. It Kara-Turan Chia Armor
understands your languages and obeys your spoken armor (plate mail), very rare
commands. If you issue no commands, it defends itself but Parts Required. The armored hide of a rhinoceros.
takes no other actions. Effect. This armor raises an individuals base AC to 11 for all
The panther exists for 8 hours. At the end of the duration, effects and purposes of determining AC.
it disappears from whence it came. It disappears early if it Cost. 250gp
drops to 0 hit points or if you use an action to speak the
command word again while touching it. When the creature Rothé, CR 1/4
disappears, it can't be called upon again for 3 days.
Cost. 1,200gp Magical beasts that resemble oxen, rothé are commonly used
mounts and pack animals by Dwarves. Their underdark
Poisonous Snake, CR 1/8 cousins, the deep rothé, are used similarly by Drow and
Duergar.
A serpent that is not particularly aggressive, but will attack if
it feels threatened before (typically) trying to slither away. Horn of Morndinsamman
wondrous item (varies), requires attunement
Serpent Venom Parts Required. The horn of a rothé, cased in dwarven metal
Parts Required. Venom gland of a serpent (DC 14). (as per the table below) (DC 16)
Effect. Once ingested or introduced to the bloodstream, the Effect. You can use an action to blow this horn. In response,
target must succeed on a DC 14 Constitution saving throw or Dwarven warrior spirits appear within 60 feet of you. They
be Poisoned for 1 minute taking 1d6 poison damage at the use the statistics of a Berserker npc. They return to their
beginning of each of its turns. The creature can repeat the realm after 1 hour or when they drop to 0 hit points. Once
saving throw at the end of each of its turns, ending the effect you use the horn, it can't be used again until 7 days have
on itself on a success. passed.
Cost. 175gp Similar to the Horn of Valhalla, four types of
Morndinsamman horn are known to exist, each made of a
Polar Bear, CR 2 different metal. The horn's type determines how many
Very large, very aggressive bears that inhabit harsh winter shieldbrothers answer its summons, as well as the
environments and are known for their snow white coats. requirement for its use. The type is decided upon crafting,
though the crafter should not be aware as to what metal gives
Frostbite Cloak what benefits.
wondrous item (shoulders), rare Horn Shieldbrothers Proficiency
Parts Required. The pelt of a polar bear, fashioned into a d100 Type Summoned Requirement
cloak (DC 16) 01- Silver 2d4 + 2 None
Effect. This cloak provides a resistance to cold damage when 40
worn. In addition to this, you suffer no exhaustion relating to
cold weather and you gain advantage to Stealth checks when 41-
75
Brass 3d4 + 3 All Simple Weapons
in snowy conditions.
Cost. 375gp 76- Bronze 4d4 + 4 All Medium Armor
90
Raven, CR 0 91- Iron 5d4 + 5 All Martial Weapons
100
The Raven Queen is rumored to have commanded numerous
flocks of ravens from her divine realm in the Shadowfell. The If you blow the horn without meeting its requirement, the
ravens acted as the Queen's scouts and messengers across summoned berserkers attack you. If you meet the
the multiverse, also alerting and guiding her shadar-kai requirement, they are friendly to you and your companions
servants to the location of items and memories that she and follow your commands.
wished to collect. Cost. Silver / Brass (Rare) , 4,900gp
Headdress of Mimicry Bronze (Very Rare) , 18,500gp
wondrous item (head), uncommon Iron (Legendary) , 47,500gp
Parts Required. 1d10 raven feathers fashioned onto a
leather headband (DC 14). Saber-Toothed Tiger, CR 2
Effect. While wearing this headband, you can mimic simple A species of large cat known for its long pair of canine teeth.
sounds you have heard, such as a person whispering, a baby
crying, or an animal chittering. A creature that hears the Tiger's Claws
sounds can tell they are imitations with a successful DC 16 A three-bladed fist weapon that, when worn, looked as
Wisdom (Insight) check. though its wielder had tiger claws.
Cost. 80gp melee weapon (fist), very rare
Parts Required. Saber-tooth Tiger fangs whittled into blades
Rhinoceros, CR 2 (6 total) (DC 16)
A big, armored herbivore with one to three horns adorning its Damage. 2d6 Slashing
face, which it often used to impale anything that bothered it. Cost. 130gp
9 CRAFTABLE ITEMS
Stench Kow, CR 1/4 magically consecrated or desecrated. The spell can
penetrate most barriers, but it is blocked by 1 foot of stone, 1
A highly pungent species of demonic cattle. Their pelts are inch of Common metal, a thin sheet of lead, or 3 feet of wood
usually orange or green, and so very odorous that they aren't or dirt.
worth much. In addition to this, you can also vaguely tell the creature's
alignment.
Poisonous Stink Bomb Cost. 140gp
Part Required: Gas poison gland from a Stench Kow, which
must be extracted with Poisoner's Kit (DC 16) and carefully
emptied into a sealed container.
Effect. Once you break open one of these gas glands, either
by throwing or crushing it, everyone within 15 feet of the
breaking point must succeed on a DC 16 Constitution saving
throw or become unconscious for 5 minutes. They can only Thank you all for the
be roused by slapping them, using a spell that cures poisons, support and patience!
or inflicting damage to them.
Cost. 120gp I have had a lot of life happen at once, but so many of you
have stuck with me through it all and kept me going. I'm so
Tiger, CR 1 happy to finally bring you all the update you deserved.
Natural jungle cats that are native to both warm and cold
forests of the world. They are distinguished from other great Check out the additional volumes!
cats by their orange fur and black stripes.
https://www.dmsguild.com/browse.php?
Tiger Bone Wine author=D.%20Larson
Abhorred by many druids, the concoction Tiger Bone Wine is
known to many nobles as one of the most intoxicating and
exotic wines in the mortal plane. Because of this, tiger bones
are sought after by many brewers and merchants. The wine is
made by steeping tiger bones in rice wine for almost 2
months, and spiced with ginger or sage.
Cost. 25gp per Bottle
Tressym, CR 0
Small, winged cats that are widely known for their ability to
detect goodness in a creature's heart and for their usefulness
as wizard familiars.
CRAFTABLE ITEMS 10