CreatureLoot Volos PDF
CreatureLoot Volos PDF
CreatureLoot Volos PDF
Beholders
Death Kiss (10) - aberration (arcana)
1 Death Kiss Eye: Requires attunement. A creature attuned to the eye is aware of any creature that isn't
undead or a construct within 30 feet of it, even through walls and floors, as they can sense the blood
flowing through their veins. The attuned creature cannot be surprised by these creatures while attuned
to the eye. Can be mastercrafted (smith's tools) into a Sword of Wounding.
5 Death Kiss Tentacles: Acts as a whip. 4 Death Kiss Tentacles can be mastercrafted by a spellcaster
(Conjuration) to summon a Spectator to guard a location for 101 years. However, the Spectator loses its
Eye Ray action and gains the Death Kiss's Tentacle and Blood Drain Actions.
3d4 Vials of Death Kiss Blood: Difficult to handle, deals 5 (1d10) lightning damage per round to any
organic material in contact with it. If a spell or magic item requires blood of a particular race to function,
Death Kiss Blood counts as blood of that race. Additionally, for spells that require blood as a material
component, using Death Kiss Blood allows the spell to be cast as if it were one spell level higher than the
slot being used to cast it.
2d10 Death Kiss Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler's tools) into
dice that always roll their highest value if they are in contact with blood before being rolled.
Note: The Darkling's Death Flash destroys almost all items that would be harvested from it.
1 Tattered Dagger
Demons
Dinosaurs
Giants
Cloud Giant Smiling One (11) - giant (survival)
1 Tattered Morningstar: 2 times the size of a normal morningstar and 8 times the weight.
3d4 Items in a Giant's Bag.
1 Pouch of Gold: Contains 2d6 x 100 GP.
1 Set of Fine Robes: Worth 1,000 GP.
2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a
good price to collectors or admirers.
1 Cloud Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of
Cloud Giant Strength.
1 Smiling Giant Mask: Requires attunement. An attuned creature can use the mask to cast Disguise
Self at will. They can also use an action to cast Polymorph, targeting themselves only. Once the spell has
been cast, the mask cannot cast Polymorphagain until the next dawn.
1 Holy Symbol of Memnor: Can be used as a Holy Symbol by clerics of Memnor. Cloud Giants who see a
creature bearing this object are less trusting of the creature, giving it disadvantage on Charisma checks
made to influence the giant.
1 Pair of Fire Giant Greaves: 2 times the size and 8 times the weight of a normal set. Together, the pair
can be mastercrafted (smith's tools) into a set of Plate Armor that requires attunement, and grants
resistance to fire damage.
1 Fire Giant Dreadnought Helm: 2 times the size and 8 times the weight of a normal helm. Can be
mastercrafted (smith's tools) into a set of Plate Armor that requires attunement, and grants resistance
to fire damage.
Gnolls
Flind (9) - humanoid (survival)
1 Tattered Set of Chain Mail
1 Heavy Skull of Madness: No immediate use. Can be crafted (smith's tools) into a magical flail. A
creature hit by the flail must make a DC 16 Wisdom saving throw. On a failed save, the creature must
make a melee attack against a random target within its reach on its next turn. If it has no targets within
its reach even after moving, it loses its action on that turn.
1 Heavy Skull of Pain: No immediate use. Can be crafted (smith's tools) into a magical flail. A creature hit
by the flail takes an additional 18 (4d8) psychic damage.
1 Heavy Skull of Paralysis: No immediate use. Can be crafted (smith's tools) into a magical flail. A
creature hit by the flail must succeed on a DC 16 Constitution saving throw or be paralyzed until the end
of its next turn.
1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
2 Days of Rations
2d4 Demonic Jewelry: No immediate use. Can be crafted (transmutation) by a spellcaster into valuable
materials that can replace 10GP worth of material components in a conjuration spell.
1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature
holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the
bearer is shifted to Yeenoghu’s layer in the Abyss instead of the intended destination.
1 Flind Skull: Within 10 feet of the skull, creatures have advantage on Charisma (Intimidation) checks
and disadvantage on all other Charisma checks. The skull can be attuned to. An attuned creature gains
the benefit of a Sanctuary spell (DC 14) when a Gnoll attempts to harm it. A Gnoll that passes its saving
throw is immune to this effect for 24 hours.
Creature Loot: Volo’s Guide to Monsters
attunement. An attuned creature can cast Wind Walk, Freedom of Movement, and Etherealness from
the cloak, targeting only themselves. Once each spell has been cast once, it cannot be cast again until
the next dawn.
1d10 Ki-Rin Scales: Can act as a Holy Symbol for cleric and paladin spells. Can be used to replace 10 GP
worth of material components of a transmutation spell.
2d2 Ki-Rin Hooves: Acts as a hammer. Can be carefully crafted (jeweler's tools) into 1d6 dice. If the dice
are rolled as a pair, they will always roll a total of 7. Can be mastercrafted (alchemist's supplies) into a
Potion of Supreme Healing.
1 Heart of the Ki-Rin: Can be used to replace all material components required by a True
Resurrection spell.
1d2 Eyes of the Ki-Rin: No immediate use. Can be carefully crafted by a spellcaster (divination) into a
Gem of Seeing.
1 Leucrotta Hide: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a set of leather
armor that requires attunement. An attuned creature can speak, read, and write Abyssal, and has
advantage on Wisdom (Perception) checks that rely on smell.
Mind Flayers
Alhoon (10) - undead (religion)
2d2 Mind Flayer Tentacles: Can be consumed as an action to grant a creature Telepathy out to 120 feet
for 1 hour.
1 Mind Flayer Brain: Can be communicated with telepathically if the brain is kept preserved in fluid.
While preserved this way, the brain can use its Mind Blast ability. Can be carefully crafted (divination) by
a spellcaster into a grotesque Helm of Telepathy.
2 Mind Flayer Eyes: Can be destroyed to cast Detect Thoughts (save DC 16). When cast this way, the
spell does not require concentration, but can only be used to detect thinking creatures as described in
the spell, not to read their thoughts.
1 Undead Mind Flayer Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only
the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a
1, the bearer is sent to the intended destination, but also transported 1d10 years into the past.
1 Arcane Focus
Creature Loot: Volo’s Guide to Monsters
1 Spellbook: Contains 1 random spell of 5th level or lower that can be copied by a wizard.
1 Periapt of Mind Trapping: This item cannot be found with the Alhoon unless the check made to loot
the body was a 30 or higher. At the DM's discretion, this loot may simply be a clue to the Periapt's true
location, not the Periapt itself. A creature holding the Periapt has advantage on attack rolls, ability
checks, and saving throws against the Alhoons that created it, and those Alhoons suffer disadvantage on
attack rolls, ability checks, and saving throws made against the creature. In addition, the Periapt
contains 2d4 trapped souls. A creature can communicate with the souls and the Alhoons telepathically
while it is holding the Periapt. It can't prevent communication from Alhoons but can choose to silence
the trapped souls. The Periapt has AC of 19 and 10 hit points. Destroying the Periapt kills all souls and
Alhoons associated with it.
1d4 Healing Potions
Wizard's soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM's
control. The details of the ritual will vary from book to book, but may involve any of the following:
Forming a pact with a Fiend, Evil God, or Dark Power
Ritual Sacrifice or Murder
Using Material Components gained only by killing Celestials
Being a master (14th level or higher) in the School of Necromancy
1 Spellcasting Component Pouch
1 Arcane Focus
3 Uncommon Magic Items: Chosen by the DM. An Illithilich keeps these curiosities to study, not to use,
and they do not affect the Illithilich's CR.
2 Rare Magic Items: Chosen by the DM. An Illithilich keeps these curiosities to study, not to use, and
they do not affect the Illithilich's CR.
1 Spellbook: Contains 2 random spells of 5th level or lower that can be copied by a wizard.
4d4 Skill Books: Contains knowledge concerning a certain skill and topic that the Illithilich was interested
in. For example: History (Underdark Civilizations). Using the book for 5 minutes is equivalent to rolling a
15 on the related skill.
2 Flasks of Alchemist's Fire
1 Elder Brain Stem: No immediate use. Can be mastercrafted by a spellcaster (divination) into a Wand of
Mind Blank, which requires attunement. The wand has 3 charges. As an action, an attuned creature can
expend 1 charge to cast Mind Blank, touching the tip of the wand to the target of the spell. The wand
regains 1 charge daily at dawn. If the last charge is expended, roll a d20. On a 1, the wand melts into
useless ichor.
1 Elder Brain Hippocampus: No immediate use. Can be carefully crafted by a spellcaster (divination) into
an Amulet of Improved Mind Reading, which requires attunement. While attuned to the amulet, a
creature can cast Detect Thoughts (save DC 18) using the amulet. While they are reading a creature's
thoughts, they learn the target's emotional state and reasoning in addition to its surface thoughts.
Additionally, as an action, the creature can make a Charisma (Deception) check to trick the target into
thinking they believe an idea or feel a certain emotion. The target contests this attempt with a Wisdom
(Insight) check. If the contest is successful, the target believes the deception for 1 hour or until evidence
of the lie is presented to the target. If the target wins the contest, they are immediately aware their
thoughts are being read, and can choose to use its reaction to make an Intelligence check contested by
the creature's Intelligence check. If the target succeeds, the spell ends. Once the amulet has been used
in this way three times, it cannot be used again until the next dawn.
1 Elder Brain Amygdala: Can be communicated with telepathically if the brain is kept preserved in fluid.
While preserved this way, the brain can use its Mind Blast ability. Can be carefully crafted (divination) by
a spellcaster into a grotesque Helm of Telepathy. If crafted this way, the Helm of Telepathy uses 18 for
its DC when it casts spells.
1d4 Hunks of Elder Brain Cerebrum: Can be destroyed to cast Levitate as an action. When cast this way,
the spell can only target the creature that destroyed the Cerebrum.
1 Elder Brain Cerebellum: Can be communicated with telepathically if the cerebellum is kept preserved
in fluid. As an action, a creature with telepathy can make an Intelligence (Investigation) check contested
by the Elder Brain's Wisdom (Insight) check. On a success, the creature learns the location every
creature within 5 miles of the cerebellum that has an Intelligence score of 4 or higher, and the
Intelligence scores of those creatures. Creatures protected by a Mind Blank or Nondetection spell
cannot be detected in this matter. Whether the contest succeeds or fails, the creature cannot attempt
the contest again until 24 hour have elapsed.
Creature Loot: Volo’s Guide to Monsters
concentration. Once the spell has been cast this way, the attuned creature cannot alter
a Suggestion spell in this way for the next 7 days.
2d10 Trade Goods: Consists of 1 pound of a Trade Good with a value of at least 1 gp per pound. This is
selected from the Trade Goods table (PHB pg. 156) by the DM.
1 Arcane Focus
1 Nilbog Spirit: Cannot be looted unless the Nilbog dies within a Magic Circle or area under
a Hallow effect.
Orcs
Orc Blade of Ilneval (4) - humanoid (survival)
1 Tattered Longsword
1d4 Javelins
1 Tattered Chain Mail Armor
1 Tattered Shield
2 Orc Trophies (VGtM pg. 90)
1 Orc Holy Symbol of Ilneval: Acts as a Holy Symbol. Requires attunement by an Orc or Half-Orc. As an
action, a creature wielding the Holy Symbol can give a command. Up to three creatures within 120 feet
of the attuned creature may use their reaction to make one weapon attack. Once this feature has been
used, it can't be used again until the next dawn.
1 Orc Map of Conquest: Details settlements and caravans recently raided, and lists at least three that
were soon to be attacked. May contain the territory of other Orc tribes.
return to the Border Ethereal at the same spot. The creature is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane.
1 Yeth Hound Head: No immediate use. Can be carefully crafted (leatherworker's tools) into a Yeth
Hound Horn. A creature holding the horn can use its action to blow the horn. Each hostile creature
within 300 feet of the horn that can hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the horn blower's next turn or until the horn is destroyed. The horn has AC
13 and 5 hit points. A frightened creature that starts its turn within 30 feet of the horn must use all its
movement on that turn to get as far from the hound as possible, must finish its move before taking an
action, and must take the most direct route possible, even if hazards lie that way. A target that
successfully saves is immune to the horn's effects for the next 24 hours.
damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are
suppressed until the effects of this poison wear off.
becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the
character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.
damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are
suppressed until the effects of this poison wear off.
1 Sigil of Merrshaulk: Requires attunement. A creature attuned to the sigil can choose to deal an extra
3d10 poison damage when they hit with a melee attack. Once this ability has been used twice, it cannot
be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC
13 Charisma saving throw at the end of each long rest, or when they choose to deal poison damage with
the amulet. This saving throw is rolled with disadvantage if made due to the poison damage being
dealt. On a failed save, an Aspect of Merrshaulk (using the stats of a Yuan-Ti Pit Master) appears to the
attuned creature, offering strange power in exchange for servitude. If Merrshaulk is turned down, he
becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the
character's next level must be a level in the Warlock Class, using the Archfey Patron subclass.
as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting
the creature.
a Suggestion spell. If the journey takes longer than 8 hours, the creature may attempt the saving throw
again to end the effect after 8 hours.
1 Head of the Kraken Priest: No immediate use. Can be carefully crafted (leatherworker's tools) into a
horn. A creature can use their action to blow the horn, which is audible within 300 feet. The user of the
horn chooses any number of creatures within range, who must succeed on a DC 14 Charisma saving
throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
2 NPC Items: Before the Kraken Priest took its vows, it was another NPC. The DM selects two items from
an existing NPC, which can be found on the body.
1 Arcane Focus
1d4 Books (useless)
1 Spellbook: Contains 1 random necromancy spell of 3rd level or less that can be copied by a Wizard.
1 Flask of Alchemist's Fire
1 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted by a spellcaster
(Evocation) into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently
affixed to the location where it is crafted. 20 of these can be mastercrafted by a spellcaster
(Transmutation) into a Portable Hole.
1d4 Beads of Nourishment (XGtE pg. 136)
1 Amulet of the Fiend: Requires attunement. When the attuned creature makes an ability check or
saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's
effects occur. Once used, this ability cannot be used again until the next dawn. Curse. While a creature is
attuned to the amulet, they must make a DC 15 Charisma saving throw at the end of each long rest and
when they use the amulet's ability. This saving throw is rolled with disadvantage if made due to the
amulet's ability. On a failed save, a vision of a Fiend (an illusion without stats) appears to the attuned
creature, offering fiery power in exchange for servitude. If they are turned down, the Fiend becomes an
enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level
must be a level in the Warlock Class, using the Fiend Patron subclass.