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Gathering and Harvesting

Rules for Gathering

An asterisk (*) next to a recipe means that the item is not an official item in D&D, and is considered playtest material and subject to change. The cost of a recipe includes any mundane ingredients and equipment, which are assumed to be included with the appropriate tool. Ingredients specifically listed are considered to be 1 unit (such as flowers, bunches, or vials) unless otherwise specified. Certain areas CAN contain certain harvestable plants, fungi or, rarely, animals. To determine what good can be found in areas, make a nature check. If the check is:  
  • ≥10 all common plants and fungi bound to that environment are identified
  • ≥15 all common and uncommon plants and fungi bound to that environment are identified
  • ≥20 all common, uncommon and rare plants and fungi bound to that environment are identified
  The DM can decide to be more or less lenient depending on the area, a lush jungle may contain more interesting herbs and fungi than a windswept dessert, after all.   Time: Inspecting an area to make the nature check takes 30 minutes. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +6. The player can repeatedly search an area without repercussions on the amount of ingredients obtained from an area.  

Rules for Harvesting

Once a herb or fungi is identified and the player is proficient with the herbalism kit, they can throw a d20 and add their proficiency bonus and their Potion Making Level modifier (See final page) to that throw to determine if they can harvest the ingredient. Harvesting an ingredient takes 30 minutes. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +6. The player must decide beforehand how long they want to spent on harvesting the ingredient.   If the player fails to harvest an ingredient, a d4 is thrown. On a:
Roll Description
1 The ingredient is destroyed
2 The quantity of the ingredient is reduced by half
3 The quantity of the ingredient is reduced by a quarter
4 The ingredient is unaffected
Obtaining animal based ingredients doesn’t require proficiency with the associated kit, but must have access to the kit, though doing so provides the player with a -3 modifier instead of the proficiency modifier when the player is proficient with the kit. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on harvesting the ingredient to a maximum of +6. A player is always proficient with a knife.   Attempting to harvest the ingredients can be done only once, failure results in the destruction of all harvestable ingredients.  

Potion Crafting

When the player has gathered all required potion ingredients, tools and recipes and decides to make a certain potion or other product with one of their kits, the player must spend the required amount of gold (See below), as well as the number of workdays working on their project. The workdays don’t have to be subsequent and can be broken down further into single hours of work, with each workday is lasting 8 hours.   After the player has spent the required time working on the potion, they roll a d20, add their proficiency and their Potion Making Level modifier (See final page) to the total. If the player makes the check, the product is successfully completed. If the player fails the check, they are allowed to recover the ingredients, though lose the gold invested.  

Pricing Guide

The total cost of a potion is predetermined. The price of an ingredient is subtracted from that total depending on the rarity of that ingredient. All additional costs in gp are subtracted once potion making is commenced.   If a potion-making Check is failed, the original ingredients are returned, though gold spent is lost.
Ingredient Rarity Cost
Common 1 gp
Uncommon 5 gp
Rare 20 gp
Very Rare 50 gp
Legendary 150 gp
*Ingredient cost changed to adapt to the game 9/13/2021*

Gatherable Plants & Fungi

Noted below are all fungi and plants that can be collected. As plants and fungi are created the list will be updated   Alpendane *
  • This moss is bright purple, and is found growing only in environments with decay. It deals 1d6 poison damage when touched, but it can be used to brew many poison-related potions by a knowledgeable alchemist.
  • Rarity: Very Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 moss
  • Location: Allversons Timberlands
  • Uses (4): Smokebomb, Potion of Fire Breath, Potion of Resistance (Fire), Burnt Othur Fumes
  Ashblossom
  • This tiny flower is bright red with a yellow centre, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 blossoms
  • Location: Deserts, Volcanos
  • Uses (4): Smokebomb, Potion of Fire Breath, Potion of Resistance (Fire), Burnt Othur Fumes
  Black Cup Mushroom
  • This beautiful, blue-ish black, cup-shaped mushroom with an extremely poisonous bite is hard to miss against the green background of its surroundings, though best left alone. Touching this fungus without gloves or other protective gear forces the creature touching it to make a DC 16 Constitution saving throw. On a failed save, the creature take 1d10 poison damage.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism kit (DC 20)
  • Quantity: 1d4 stalks
  • Location: Forests, Marshes
  • Uses (2): Water of Death, Black Paste
  Black Sap
  • This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
  • For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 doses
  • Location: Sites of frequent or large scale death
  • Uses (2): Malice, Pale Tincture
  Blight Spores
  • Bright red spores from Blightshrooms, growing exclusively in caves on the Blightshore and the Eastern side of the Penumbra Range. A creature exposed to a large dose of the spores must succeed a DC 16 Constitution saving throw or be Poisoned for 3d6 hours. While the creature is poisoned, it experiences the same effects as if it were under the Confusion spell. A restoration spell or a dose of antitoxin can remove the effect.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 doses
  • Location: Shore Caves
  • Uses (1): Blight Ichor
  Cat's Tongue
  • This mid-sized herbaceous plant has bundles of small, 5 bladed, purple/white flowers that quickly turn and ripen into fig sized pods. The pods have a slightly toxic outer shell revealing an inner fruit that has a tard taste and great nutritional properties.
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d4 pods
  • Location: Grassland, Forests
  • Uses (5): Potion of Animal Friendship, Potion of Heroism, Antitoxin, Tea of Refreshment, Potion of Vitality
  Death Cap
  • Though unassuming looking with a slender, white stalk and white to lightly brown and on rare occasions greenish head, death cap is anything but harmless. 12 hours after ingesting the mushroom or an extract of it, a creature must make a DC 17 constitution saving throw or be poisoned. Once a creature is poisoned, it takes 2d8 poison damage and suffers severe stomach aches and cramps lasting 24 hours. If antidote is not taken during this period, the creature’s liver starts being degraded resulting in jaundice and takes 1d10 poison damage at midday until a Greater Restoration or Regenerate is performed or an elixir of health is consumed.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 20)
  • Quantity: 1d4 heads
  • Location: Forests, dry areas of Swamps
  • Uses (2): Midnight Tears, Pale Tincture
  Dreamlilly
  • A white, slightly silvery 5 pointed flower with an intoxicating smell. It can be soaked in warm water to create a psychoactive liquid that smells and tastes like your favorite beverage. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d6 flowers
  • Location: Grasslands, Coasts
  • Uses (1): Potion of Poison
  Fairy Stool
  • This small pink mushroom is most often found in fairy rings. Ingesting it causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d4 stalks
  • Location: Feywild, Forests
  • Uses (5): Potion of Invisibility, Potion of Truesight, Elixer of Health, Philter of Love, Truth Serum
  Frost Lichen
  • An eyeblindingly white lichen that grows on rocks in regions of year long freezing temperatures.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 bunches
  • Location: Arctic
  • Uses (2): Potion of Giant's Strength, Potion of Resistance (Cold)
    Gillyweed
  • This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d4 leaves
  • Location: Coasts, Swamps
  • Uses (3): Potion of Waterbreathing, Soothing Salve, Elixer of Health
  Hagfinger
  • These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d4 dried fingers
  • Location: Forests, Swamps
  • Uses (4): Potion of Resistance, Potion of Waterbreathing, Potion of Heroism, Pomander of Warding
  Lightning Moss
  • This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 clumps
  • Location: Coasts, Mountains
  • Uses (3): Potion of Resistance (Lightning), Torpor, Potion of Speed
  Mandrake Root
  • This twisted pale root resembles a gnarled humanoid infant. It inflicts the poisoned condition for 1 hour when ingested.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d4 roots
  • Location: Underground
  • Uses (4): Potion of Clairvoyance, Drow Posion, Ether of Essence, Torpor
  Mindflayer Stinkhorn
  • This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 1d4 stalks
  • Location: Underground
  • Uses (3): Potion of Resistance (Psychic), Potion of Mind Reading, Truth Serum
  Moonstalker
  • This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 1d4 x2 flowers
  • Location: Coasts, Swamps
  • Uses (3): Potion of Diminution, Potion of Mind Reading, Liquid Paranoia
  Morning Dew
  • This plant grows into either a large shrub or small tree and seems to reproduce via root systems since it has no flowers of any kind. The long, narrow leaves of this plant are used in teas and medicine.
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d6 leaves
  • Location: Forests, Savannahs
  • Uses (3): Potion of Clairvoyance, Tea of Refreshment, Potion of Vitality, Malice
  Muroosa bush
  • Growing in arid areas in Savannahs and deserts, this bush seems to be utterly unaffected by heat and the sun no matter the intensity
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 twigs
  • Location: Deserts, Savannahs
  • Uses (1): Muroosa Balm
  Nightshade
  • An inky black flower with purple stalk. It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 20)
  • Quantity: 1d6 flowers
  • Location: Forests
  • Uses (3): Potion of Resistance (Necrotic), Basic Posion, Essence of Ether
  Olisuba Leaf
  • These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d6 leaves
  • Location: Forests, Grasslands
  • Uses (1): Potion of Vitality
  Pixie's Parasol
  • A tiny mushroom, though with it’s bright blue cap and white stalk and gills but one hard to miss. At night, they are downright easy to find due to their bioluminescence. They are key ingredients in many potions and inks. Harvesting them may be a hassle, though, since pixies often defend them from those who wish to take them.
  • Rarity: Rare (DC 20), Common (DC10) in Feywild
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d12 stalks
  • Location: fallen logs in non-dry climates
  • Uses (3): Invisible Ink, Potion of Diminution, Midnight Oil
  Red, Blue, Green, Orange, Purple, & Yellow Amanita Mushroom
  • This colored-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 10)
  • Quantity: 2d4 stalks
  • Location: Swamps, Forests
  • Uses (7): Potion of Longevity, Potions of Healing, Potion of Temporary Healing
  Rowan Berries
  • These small clusters of red berries grow on the rowan, a tree highly revered by druids. They are known for their purifying properties.
  • Rarity: Common (DC 10)
  • Gathering: Herbalism Kit (DC 5)
  • Quantity: 3d6 clusters
  • Location: Grasslands, Forests
  • Uses (3): Potion of Growth, Potion of Resistance (Poison), Antitoxin
  Silverthorn
  • This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 thorns
  • Location: Arctic, Mountains
  • Uses (3): Tincture of Werewolf's Bane, Oil of Sharpness, Potion of Vitality
  Singing Nettle
  • This vine has sharp, stinging hairs covering it. A creature who touches these hairs must make a Wisdom saving throw (DC 15) or be overwhelmed by the urge to bellow a song at the top of their lungs.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 2d4 leaves
  • Location: Swamps, Mountains, Forests
  • Uses (3): Potion of Resistance (Thunder), Potion of Gaseous Form, Potion of Flying
  Sourgrass
  • This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 5)
  • Quantity: 2d4 clumps
  • Location: Grasslands, Mountains
  • Uses (3): Soothing Salve, Potion of Growth, Potion of Resistance (Radiant)
  Theki Root
  • This thick root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d6 Roots
  • Location: Marshes
  • Uses (1):
    Willowshade Fruit
  • A pepper shaped fruit with great digestive aiding properties.
  • Rarity: Uncommon (DC 15)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d8 fruit
  • Location: Marshes, Coasts, Riversides
  • Uses (1): Willowshade Oil
  Wolfsbane
  • This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to move as far as they can away from the plant.
  • Rarity: Rare (DC 20)
  • Gathering: Herbalism Kit (DC 15)
  • Quantity: 1d4 flowers
  • Location: Mountains
  • Uses (2): Tincture of Werewolf's Bane, Oil of Taggit

Inorganic materials

Lightning Struck Metal  
  • A piece of metal struck by metal weighing at least 0,5 Ounces. Coinage struck by lightning is excluded.
  • Rarity: Rare (DC 20)
  • Gathering: -------
  • Quantity: -------
  • Location: -------
  • Uses (1): Potion of Invulnerability
  Soothsalt Geode
  • A geode covered in a crystalline substance that can be extracted into soothsalts.
  • Rarity: Rare (DC 20), Common (DC 10, only in the Miskath pit)
  • Gathering: Pickaxe or Crowbar (DC 10) (no modifier)
  • Quantity: 1d4 Geodes
  • Location: Blightshore
  • Uses (1): Soothsalts
 
   

Harvestable Creature Parts

  Noted below are all animals that can be killed to harvest ingredients   Ankheg
  • Large monstrosity, unaligned (CR 2)
  • location: nests beneath fields and forests
  • Ingredients- Ankheg Ichor: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Rarity: Uncommon (DC15)
  • Harvesting: Poisoner's Kit (DC 15)
  • Quantity: 1d4 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (2): Oil of Sharpness, Midnight Tears
    Carrion Crawler
  • Large monstrosity, unaligned (CR 2)
  • Location: Caves, sewers, dungeons, forested marshes, battlefields and cemeteries (anywhere with carrion and where other carrion eaters cannot move freely)
  • Ingredients- Crawler Mucus: A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Rarity: Uncommon (DC 15)
  • Harvesting: Poisoner's Kit (DC 20)
  • Quantity: 1d4 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (3): Potion of resistance (Acid), Vial of Acid, Oil of Slipperiness
Drider
  • Large Monstrosity, Chaotic Evil (CR 6)
  • Location: Underdark
  • Ingredient- Drider Posion
  • Rarity: Rare (DC 20)
  • Harvesting: Poisoner’s Kit (DC 15)
  • Quantity: 1d6
  • Creature condition: Dead or Incapacitated
  • Uses: Drow Poison
  Eagle
  • Small Beast, unaligned (CR 0)
  • Location: Coastal, Grassland, Hill, Mountain
  • Ingredient- Eagle Claw
  • Rarity: Uncommon (DC 15)
  • Harvesting: a Knife (DC 10)
  • Quantity: 1d8
  • Creature condition: Dead or Incapacitated
  • Uses: Potion of Speed
Elementals
  • Large elemental, unaligned (CR 5)
  • Location: Desert and Mountain (Air), Underdark (Earth), Desert (Fire), Coastal, Swamp and Underwater (Water)
  • Ingredient- Respective elemental essence
  • Rarity: Rare (DC 20)
  • Harvesting: Alchemist’s Kit (DC 15)
  • Quantity: 1d6
  • Creature condition: Trade or Dead or Incapacitated
  • Uses (2/1/1/1): (Air) Smokebomb, Potion of Flying, (Earth) Potion of Climbing, (Fire) Alchemist’s Fire, (Water) Potion of Swimming
  Ghost
  • Medium undead, unaligned (CR 4)
  • Location: Underdark, Urban
  • Ingredient- Ectoplasm
  • Rarity: Uncommon (DC 15)
  • Harvesting: Alchemist’s kit (DC 15)
  • Quantity: 1d4 flasks
  • Creature Condition: Unrelated
  • Uses (2): Potion of Gaseous Form, Oil of Etherealness
  Giants
  • Huge Giants, Varies (CR Varies)
  • Location: Hills and Forests (Hill), Artic (Frost), Caves (Stone), Volcanoes and Rocky Mountains (Fire), High Altitude Mountains (Cloud), Extreme Altitude Mountains (Storm)
  • Ingredient- Giant’s fingernail
  • Rarity: Rare (DC 20)
  • Harvesting: a knife (DC 10)
  • Quantity: 7
  • Creature Condition: Dead or Incapacitated, or trade
  • Uses (1): Potion of Giant’s Strength
    Giant Poisonous Snake
  • Medium beast, unaligned (CR 1/4)
  • Location: desert, forest, grassland, swamp, underdark, urban
  • Ingredients- Serpent’s venom: A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Rarity: Common (DC 10)
  • Harvesting: Poisoner's Kit (DC 10)
  • Quantity: 1d3 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (1): Philter of Love
  Giant Toad
  • Large beast, unaligned (CR 1)
  • Location: coastal, desert, forest, swamp and underdark
  • Ingredients- Amphibian Saliva
  • Rarity: Uncommon (DC 15)
  • Harvesting: Poisoner's Kit (DC 15)
  • Quantity: 1d4 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (2): Potion of Resistance (Force), Oil of slipperiness
    Giant Wolf Spider
  • Medium Beast, unaligned (CR 1/4)
  • Location: coastal, desert, forest, grassland, Hill
  • Ingredients- Giant Wolf Spider Hair
  • Rarity: Common (DC 10)
  • Harvesting. A knife
  • Quantity. 1d8
  • Creature Condition. Dead or Incapacitated
  • Uses (1). Potion of Climbing
  Gray Ooze
  • Medium Beast, unaligned (CR 1/2)
  • Location: Underdark
  • Ingredients
  • Grey Ooze Residue
  • Rarity: Uncommon (DC 15)
  • Harvesting: Alchemist’s Kit (DC 15)
  • Quantity: 1d4
  • Creature Condition: Dead
  • Uses (1): Vial of Acid
  Imp
  • Tiny Fiend (Devil), Lawful evil (CR 1)
  • Location: Varies
  • Ingredients- Imp Heart
  • Rarity: Rare (DC 20)
  • Harvesting: A Knife (DC 15)
  • Quantity: 1
  • Creature Condition: Dead
  • Uses (1): Potion of Longevity
  Nothic
  • Medium Aberration, Neutral Evil (CR 2)
  • Location: Locations of Magical Learning, Underdark
  • Ingredients- Nothic Tears: When used as eyedrops provide 1d4 hours of darksight
  • Rarity: Uncommon (DC 15)
  • Harvesting: nothing
  • Quantity: 1d4 vials
  • Creature Condition: Dead or incapacitated, or trade
  • Uses (1): Potion of Truesight
  Purple Worm
  • Gargantuan monstrosity, unaligned (CR 15)
  • Location: desert and Underdark
  • Ingredients- Purple Worm Poison: A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • Rarity: Very Rare (DC 20)
  • Harvesting: Poisoner's Kit (DC 20)
  • Quantity: 1d8 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (1): Deathsleep
  Quipper
  • Tiny Beast, Unaligned (CR 0)
  • Location: Underwater
  • Ingredients:
  • Quipper scale
  • Rarity: Common (DC 10)
  • Harvesting: a knife (DC 5)
  • Quantity: 1d4
  • Creature condition: Dead or incapacitated
  • Uses (2): Potion of Animal Friendship, Potion of Swimming
  Remorhaz
  • Large/Huge monstrosity, Unaligned (CR 5/11)
  • Location: Artic
  • Ingredients-Remorhaz Ichor
  • Rarity: Rare (DC 20)
  • Harvesting: Alchemist’s Kit (DC 20)
  • Quantity: 1d6, 3d6
  • Creature condition: Dead or incapacitated
  • Uses (1): Potion of Firebreath
  Skulk
  • Medium Humanoid, Chaotic Neutral (CR 1/2)
  • Location: Coastal, Forest, Swamp, Underdark, Urban
  • Ingredients- Skulk Claw
  • Rarity: Uncommon (DC 15)
  • Harvesting: a knife (DC 10)
  • Quantity: 1d10
  • Creature condition: Dead
  • Uses (1): Potion of Invisibility
  True Dragons
  • Varying Dragon, Varying Alignment (CR Varies)
  • Location: Varies
  • Ingredients- Dragon’s blood
  • Rarity: Rare (DC 20)
  • Harvesting: a knife (DC 10) (1/4 of normal Exp.)
  • Quantity: Xd8 (X depends on size of the dragon) when Dead or Incapacitated, 1d4 when trading
  • Creature condition: Dead or Incapacitated, or Trade
  • Uses (1): Oil of Dragon’s Bane
  Wyvern
  • Gargantuan monstrosity, unaligned (CR 15)
  • Location: Hills and Mountains
  • Ingredients- Wyvern Poison: A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Rarity: Rare (DC 18)
  • Harvesting: Poisoner's Kit (DC 15)
  • Quantity: 1d8 vials
  • Creature Condition: Dead or Incapacitated
  • Uses (1): Oil of Dragon’s Bane
 

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