Monster Loot Tables
1
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)
ARMOR MATERIAL EFFECTS
Jaggi Hide
This armor magically mends itself to counteract daily
wear and tear.
Jaggi Scale
You have a +1 bonus to Survival checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing
damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)
ARMOR MATERIAL EFFECTS
Jaggi Hide
This armor magically mends itself to counteract daily
wear and tear.
Jaggi Scale
You have a +1 bonus to Survival checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing
damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.
Challenge Rating 2
Carves/Capture 2
Carve Chance Capture Chance Material Slots
1-2 — Jaggi Scale (A)
3-5 1-5 Screamer Sac x2 (O)
6-12 6-7 Great Jaggi Hide (A)
13-17 8-10 Great Jaggi Claw (W)
— 11-18 King's Frill (W)
18-19 19 Great Jaggi Head (A)
20 20 Imperial Frill (A)
ARMOR MATERIAL EFFECTS
Jaggi Scale
You have a +1 bonus to Survival checks while you wear
this armor.
Great Jaggi Hide
You reduce necrotic damage you take by 3 while you
wear this armor.
Great Jaggi Head
Item Prolonger. Whenever you use a consumable item
that has a duration, its duration is increased by an
additional 6 seconds.
Imperial Frill
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.
WEAPON MATERIAL EFFECTS
Great Jaggi Claw
Your slashing weapon deals an extra 1 slashing damage.
King's Frill
Hitter. When a creature must succeed on a saving throw
or become stunned by the effect of a weapon attack,
increase the save DC by 2.
OTHER MATERIAL EFFECTS
Screamer Sac
A crafting material used to make sonic bombs.
2
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-7 Bird Wyvern Fang (W)
8-12 Baggi Hide (W)
13-16 Baggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)
ARMOR MATERIAL EFFECTS
Baggi Scale
You have a +1 bonus to Athletics checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing
damage.
Baggi Hide
Whenever the bearer of this weapon takes a help
action in combat, the aided ally may treat their
weapon as a +1 magic weapon until the end of their
next turn.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.
Challenge Rating 2
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-2 — Baggi Scale (A)
3-5 1-5 B.Sleep Sac x2 (O)
6-12 6-7 Great Baggi Hide (A,W)
13-17 8-10 Great Baggi Claw (W)
— 11-18 B.King's Crest (A,W)
18-19 19 Great Baggi Piel (A,W)
20 20 Imperial Crest (A)
ARMOR MATERIAL EFFECTS
Baggi Scale
You have a +1 bonus to Athletics checks while you
wear this armor.
Great Baggi Hide
You reduce cold damage you take by 3 while you
wear this armor.
B.King's Crest
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects,
you do so with a +1 bonus.
Great Baggi Piel
Your weapon deals an extra 1 weapon damage if it
uses ammunition.
Imperial Crest
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they
hit a creature.
WEAPON MATERIAL EFFECTS
Great Baggi Hide
When you hit a creature with this weapon, it must
succeed on a DC 10 Constitution saving throw or
become Incapacitated for 1d4 turns or until they
take damage. Once you use this property, you cannot
use it again until you finish a long rest.
Great Baggi Claw
Your slashing weapon deals an extra 1 slashing
damage.
B.King's Crest
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Great Baggi Piel
You can read books you are touching while sleeping.
OTHER MATERIAL EFFECTS
B.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
3
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-7 Bird Wyvern Fang (W)
8-12 Wroggi Hide (A)
13-16 Wroggi Scale (A)
17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)
ARMOR MATERIAL EFFECTS
Wroggi Hide
You reduce poison damage you take by 2 while you
wear this armor.
Wroggi Scale
You have a +1 bonus to Nature checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing
damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.
Challenge Rating 2
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-2 — Wroggi Scale (A)
3-5 1-5 Wroggi Poison Sac (W,O)
6-12 6-7 Great Wroggi Hide (A)
13-17 8-10 Great Wroggi Claw (W)
— 11-18 W.King's Crest (A,W)
18-19 19 Great Wroggi Piel (A)
20 20 King's Beak (A)
ARMOR MATERIAL EFFECTS
Wroggi Scale
You have a +1 bonus to Nature checks while you
wear this armor.
Great Wroggi Hide
You reduce poison damage you take by 3 while you
wear this armor.
W.King's Crest
Whenever you make a saving throw against the
poisoned condition, you do so with a +2 bonus.
Great Wroggi Piel
You have a +1 bonus to Charisma saving throws
while wearing this armor.
King's Beak
Team player. You may use the help action as a bonus
action twice per long rest.
WEAPON MATERIAL EFFECTS
Wroggi Poison Sac
When you hit a creature with this weapon, it must
succeed on a DC 12 Constitution saving throw or
become poisoned for 1d4 turns or until they take
damage. Once you use this property, you cannot use
it again until you finish a short or long rest.
Great Wroggi Claw
Your slashing weapon deals an extra 1 slashing
damage.
W.King's Crest (Bowgun only)
Your normal ammo deals an extra 2 piercing damage.
OTHER MATERIAL EFFECTS
Wroggi Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
On a success you create a vial of basic poison (PHB
p. 153). On a fail, the material is destroyed.
4
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-8 Velociprey Fang (W)
9-13 Velociprey Hide (A)
14-18 Velociprey Scale (A)
19-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Velociprey Hide
You reduce fire, cold, lightning, and necrotic damage
you take by 1 while you wear this armor.
Velociprey Scale
You have a +1 bonus to Medicine checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Velociprey Fang
When you cast a spell that deals bludgeoning, piercing,
or slashing damage, add 1/2 of your proficiency bonus
to that damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-3 — Velociprey Scale (A)
4-13 — Velocidrome Claw (W,O)
— 1-7 Screamer Sac x2 (O)
14-18 8-18 Velocidrome Hide (A,W)
— 19 Velocidrome Head (A,W)
20 20 Velocidrome Shard (A,W)
ARMOR MATERIAL EFFECTS
Velociprey Scale
You have a +1 bonus to Medicine checks while you
wear this armor.
Velocidrome Hide
While wearing your armor it plays appropriate music for
whatever situation you're in. Blaring horn sections and
drums during combat, that sort of thing.
Velocidrome Head
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you
do so with a +1 bonus.
Velocidrome Shard
While wearing this armor, you can use an action to cast
the long strider spell from it. Once used, you can't use
this property again until the next dawn.
WEAPON MATERIAL EFFECTS
Velocidrome Claw
You can use a bonus action to speak this weapon's
command word, and transform your weapon into a
walking cane or back to its original form.
Velocidrome Hide
When you cast a spell that deals thunder damage, add
1/2 of your proficiency bonus to that damage.
Velocidrome Head
The first time you make a Carve check on a creature, you
do so with advantage.
Velocidrome Shard
As an action you can make this weapon shed bright light
in a 15-foot radius and dim light in another 15 feet. You
can use another action to make the weapon stop
shedding light.
OTHER MATERIAL EFFECTS
Velocidrome Claw
This material can be crafted into a 6 six-sided die (DC
10 tinker's tool check). When you roll it, you can control
which number it rolls.
Screamer Sac
A crafting material used to make sonic bombs.
5
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-8 Genprey Fang (W)
9-13 Genprey Hide (A)
14-18 Genprey Scale (A)
19-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Genprey Hide
You reduce lightning damage you take by 2 while
you wear this armor.
Genprey Scale
You have a +1 bonus to Arcana checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Genprey Fang
When you cast a spell that deals lightning damage,
add 1/2 of your proficiency bonus to that damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-3 — Genprey Scale (A)
4-13 — Gendrome Tail (W)
— 1-7 Paralysis Sac (W)
14-18 8-18 Gendrome Hide (A)
— 19 Gendrome Skull (A,W)
20 20 Gendrome Shard (A,W)
ARMOR MATERIAL EFFECTS
Genprey Scale
You have a +1 bonus to Arcana checks while you
wear this armor.
Gendrome Hide
You reduce lightning damage you take by 3 while
you wear this armor.
Gendrome Skull
Whenever you make a saving throw against the
paralyzed condition, you do so with a +2 bonus.
Gendrome Shard
While wearing this armor, you can use an action to
cast the thunderwave (save DC 12) spell from it.
Once used, you can't use this property again until
the next dawn.
WEAPON MATERIAL EFFECTS
Gendrome Tail
While attuned to this weapon, you can use an action
to cast minor illusion (save DC 11) from it at will.
You can only use the spell to create a sound, not an
image, and the sound must emanate from the
weapon.
Paralysis Sac
When you cast a spell that deals lightning damage,
you gain a +1 bonus to its spell attack roll.
Gendrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Gendrome Shard
While holding this weapon, you can use your action
and point your weapon at a target within 30 feet of
you, causing a bright light to flare before them. That
creature must succeed on a DC 11 Constitution
saving throw or become blinded for 1 minute. Once
you use this property, you cannot use it again until
you finish a short or long rest.
6
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-8 Ioprey Fang (W)
9-13 Ioprey Hide (A)
14-18 Ioprey Scale (A)
19-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Ioprey Hide
You reduce fire damage you take by 2 while you wear
this armor.
Ioprey Scale
You have a +1 bonus to Religion checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Ioprey Fang
When you cast a spell that deals poison damage, add
1/2 of your proficiency bonus to that damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-3 — Ioprey Scale (A)
4-10 1-7 Iodrome Poison Sac (A,W,O)
11-17 8-18 Iodrome Hide (A)
18-19 19 Iodrome Skull (A,W)
20 20 Iodrome Violet
Scale (A,W)
ARMOR MATERIAL EFFECTS
Ioprey Scale
You have a +1 bonus to Religion checks while you
wear this armor.
Iodrome Poison Sac
While you are wearing this armor, you can use your
action to cause a random creature within 60 feet of
you to become poisoned for 1d4 hours.
Iodrome Hide
You always know the direction to the nearest tavern
in a 60 mile radius while you wear this armor.
Iodrome Skull
Whenever you make a saving throw against the
poisoned condition, you do so with a +1 bonus.
Iodrome Violet Scale
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to
this armor.
WEAPON MATERIAL EFFECTS
Iodrome Poison Sac
When you cast a spell that deals poison damage, you
gain a +1 bonus to its spell attack roll.
Iodrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Iodrome Violet Scale
While you are holding this weapon, you can use an
action to have your weapon produce 1/2 an ounce of
basic poison (PHB 153) that drips from the end of
the weapon. Once the weapon starts producing the
poison, it can't produce more once it has reached its
maximum, until the next dawn.
OTHER MATERIAL EFFECTS
Iodrome Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
On a success you create a vial of basic poison (PHB
p. 153). On a fail, the material is destroyed.
7
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-10 Giaprey Hide (W)
11-16 Giaprey Scale (A)
17-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Giaprey Scale
You have a +1 bonus to Insight checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Giaprey Hide
This weapon has a reservoir of ice magic that can
freeze the ground for up to 30 seconds. While
holding this weapon, you can use an action to plant
this weapon in the ground and release the ice magic
within. While planted and undepleted, the ground in
a 10-foot radius of this weapon becomes difficult
terrain. This weapon recharges 1d6 seconds of
energy to the weapon's reservoir daily at dawn.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-3 — Giaprey Scale (A)
4-13 — Giadrome Claw (W)
— 1-7 Screamer Sac x2 (O)
14-18 8-18 Giadrome Hide (A,W)
19 19 Giadrome Skull (A,W)
20 20 Giadrome Shard (A,W)
ARMOR MATERIAL EFFECTS
Giaprey Scale
You have a +1 bonus to Insight checks while you
wear this armor.
Giadrome Hide
You reduce cold damage you take by 3 while you
wear this armor.
Giadrome Skull
The air around you is always unnaturally cold while
you wear this armor. Your breath becomes visible,
and frost continually forms on the surface of your
hair, weapons, and armor. Additionally, you suffer no
ill effect from being in extremely cold environments.
Giadrome Shard
Detect. You gain a +1 bonus to your passive
Perception while you wear this armor.
WEAPON MATERIAL EFFECTS
Giadrome Claw
When you cast a spell that deals cold damage, add
1/2 of your proficiency bonus to that damage.
Giadrome Hide
Icy wind and snowflakes bluster around this weapon,
even in warm environments. While touching it, you
can walk on the surface of the lightest snow, leaving
no footprints.
Giadrome Skull
The first time you make a Carve check on a creature,
you do so with advantage.
Giadrome Shard (Druid, Sorcerer, Warlock, or Wizard)
While attuned to this weapon you know the frostbite
cantrip.
OTHER MATERIAL EFFECTS
Screamer Sac
A crafting material used to make sonic bombs.
8
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-9 Bird Wyvern Fang (W)
10-13 Maccao Hide (A)
14-17 Maccao Scale (A)
18-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Maccao Hide
You and all of your possessions are completely odorless
while you wear this armor.
Maccao Scale
You have a +1 bonus to Performance checks while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 2
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-3 — Maccao Scale (A)
4-5 1-4 Maccao Tailspike (W)
6-12 5-8 Great Maccao Scale (A,O)
13-17 9-16 Great Maccao Hide (A,W)
18-19 17-19 Champion's Crest (A,W)
20 20 Maccao Gem (A,W)
ARMOR MATERIAL EFFECTS
Maccao Scale
You have a +1 bonus to Performance checks while you
wear this armor.
Great Maccao Scale
You reduce fire damage you take by 3 while you wear
this armor.
Great Maccao Hide
You can use your reaction to reduce fall damage by 1d6
until the end of turn. Once you use this property you
cannot use it again until you finish a long rest.
Champion's Crest
Whenever you are casting a spell as a ritual, you have
advantage on Constitution saving throws to maintain
concentration.
Maccao Gem
Airborne. While wearing this armor, you can cast the
jump spell from it as a bonus action at will, but can
target only yourself when you do so.
WEAPON MATERIAL EFFECTS
Maccao Tailspike
Hitter. When a creature must succeed on a saving throw
or become stunned by the effect of a weapon attack,
increase the save DC by 2.
Great Maccao Hide
Whenever you break a grapple, you may choose to push
the grappler up to 10 feet away from you as a bonus
action.
Champion's Crest
When you make a weapon attack with this weapon, and
roll a 20 for the attack roll, you can make all creatures,
other than yourself, that are within 5 feet of the target
(including the target) make a DC 12 Strength saving
throw. On a failed, save that creature is knocked prone
by a wave of concussive force.
Maccao Gem (Druid, Sorcerer, Warlock, or Wizard)
While attuned to this weapon you can cast the jump
spell at will, without expending a spell slot.
OTHER MATERIAL EFFECTS
Great Maccao Scale
Uncommon armor upgrade material.
9
Challenge Rating 4
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-6 1-5 Kulu-Ya-Ku Scale (A,W)
7-11 6-12 Kulu-Ya-Ku Hide (A,W)
12-14 13-16 Kulu-Ya-Ku Plume (A,W)
15-19 17-19 Kulu-Ya-Ku Beak (A,W)
20 20 Kulu Gem (A,W)
ARMOR MATERIAL EFFECTS
Kulu-Ya-Ku Scale
You can use an action to speak this armor's command
word, causing it to emit soothing music and cast the
calm emotions spell (save DC 14) centered on you.
Once you use this property, you cannot use it again until
you finish a long rest.
Kulu-Ya-Ku Hide
While wearing this armor you can use a bonus action to
gain advantage on Wisdom (Medicine) checks for the
rest of the turn.
Kulu-Ya-Ku Plume
Item Prolonger. Whenever you use a consumable item
that has a duration, its duration is increased by an
additional 6 seconds.
Kulu-Ya-Ku Beak
Stamina Surge. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but
can target only yourself when you do so and you gain 3
levels of exhaustion when the spell ends.
Kulu Gem
As an action, you form a boulder in your hand, from dust
and debris on the ground, and hurl it at a creature within
60 feet of you. That creature must make a DC 14
Dexterity saving throw, taking 2d10 bludgeoning
damage on a failed save, or half as much on a successful
one. Once you use this property, you can't use it again
until you finish a short or long rest.
WEAPON MATERIAL EFFECTS
Kulu-Ya-Ku Scale
Every minute, a beautifully colored feather falls from
your weapon and floats to the ground.
Kulu-Ya-Ku Hide
When you are outdoors, harmless creatures such as
squirrels and birds flock to you when you sing songs for
a minute or longer.
Kulu-Ya-Ku Plume
You have a +2 bonus to Persuasion checks while you are
attuned to this weapon.
Kulu-Ya-Ku Beak
You can use a bonus action to shroud your weapon in
magical feathers for 1 minute. The next time you hit a
creature with a melee weapon attack while your weapon
is still shrouded in feathers, it must make a DC 11
Constitution saving throw. On a failed save, the target
falls unconscious until the end of its next turn, until the
sleeper takes damage, or until someone uses an action
to shake or slap the sleeper awake. Once you use this
property, you can't use it again until you finish a long
rest.
Kulu Gem
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
10
Challenge Rating 6
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-4 Tzitzi-Ya-Ku Scale (A,W)
7-11 5-8 Tzitzi-Ya-Ku Hide (A,W)
12-14 9-11 Tzitzi-Ya-Ku Claw (A,W)
15-19 12-13 Tzitzi-Ya-Ku Photophore (A,W)
— 14-16 Med Monsterbone (O)
— 17-19 Dash Extract (O)
20 20 Tzitzi-Ya-Ku Gem (A,W)
ARMOR MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale
This armor is 10% lighter than normal armor of this
type. If it has a Strength requirement to use, it is
reduced by 1.
Tzitzi-Ya-Ku Hide
You have a +2 bonus to Sleight of Hand checks while
you wear this armor.
Tzitzi-Ya-Ku Claw
You cannot become intoxicated while you wear this
armor.
Tzitzi-Ya-Ku Photophore
Whenever you make a saving throw against the stunned
condition, unconscious condition, or other sleep-like
effects; you do so with a +2 bonus.
Tzitzi-Ya-Ku Gem
While wearing this armor, you have advantage on
Wisdom (Perception) checks that rely on sight. In
conditions of clear visibility, you can make out details of
even extremely distant creatures and objects as small as
2 feet across.
WEAPON MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale
Your eyes glow red while you are touching your weapon.
Tzitzi-Ya-Ku Hide
While you hold this weapon, you can use an action to
speak this weapon's command word to ignite the magic
in it, causing it to flare brilliantly. Each creature within a
10-foot radius of you that can see you, must use their
reaction to shield their eyes or be blinded until the end
of their next turn.
Tzitzi-Ya-Ku Claw
When you cast a spell that deals lightning damage, add
1/2 of your proficiency bonus to that damage.
Tzitzi-Ya-Ku Photophore
This weapon has 3 runes. When you hit a creature, you
can expend 1 of its runes to have the target make a DC
14 Constitution saving throw. On a failed save, the
target is blinded for 1 minute. This weapon regains 1
expended rune daily at dawn.
Tzitzi-Ya-Ku Gem (Druid, Sorcerer, & Wizard only)
While attuned to this weapon, you can use an action to
cast the color spray from it spell once per day, without
expending a spell slot.
OTHER MATERIAL EFFECTS
Med Monsterbone
Rare armor upgrade material.
Dash Extract
Crafting material for mega dash juice.
11
Challenge Rating 3
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-6 1-3 Kut-Ku Scale (A,W)
7-9 4-9 Kut-Ku Carapace (A,W)
10-11 — Kut-Ku Webbing (A)
12-13 10 Splendid Beak (A,W)
— 11-14 Jumbo Bone (O)
— 15-16 Screamer Sac (O)
14-19 — Kut-Ku Ear (A,W)
20 17-20 Kut-Ku Auricle (A,W)
ARMOR MATERIAL EFFECTS
Kut-Ku Scale
You reduce fire damage you take by 3 while you wear
this armor.
Kut-Ku Carapace
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
armor.
Kut-Ku Webbing
You have a +1 bonus to History checks while you wear
this armor.
Splendid Beak
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape
of the Kut-Ku's ear. When held up to your ear, this horn
suppresses the effects of the deafened condition on
you, allowing you to hear normally.
Kut-Ku Auricle
When you make a skill check while wearing this armor,
you can use your reaction to gain advantage on it. Once
you use this property, you can't use it again until you
finish a long rest.
WEAPON MATERIAL EFFECTS
Kut-Ku Scale
You may use this weapon to make pink colored marks
on any surface. The marks fade away in 24 hours.
Kut-Ku Carapace
This weapon cannot be detected by the detect magic
spell unless the caster touches the weapon.
Splendid Beak
This weapon is so finely constructed it never needs
maintenance, cannot rust or tarnish, and gains a +1 to
damage rolls.
Kut-Ku Ear
While touching this weapon you can speak its command
phrase: "The limits of my language are the limits of my
world" to gain proficiency in any language of your
choice for 24 hours. Once you use this property, you
can't use it again until the next day.
Kut-Ku Auricle
While attuned to this weapon, you can use a bonus
action to exhale fire at a target within 15 feet of you.
The target must make a DC 13 Dexterity saving throw,
taking 2d6 fire damage on a failed save, or half as much
damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor upgrade material.
Screamer Sac
A crafting material used to make sonic bombs.
12
Challenge Rating 5
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-3 Blue Kut-Ku Scale (A,W)
7-9 4-9 Blue Kut-Ku Carapace (A,W)
10-11 — Blue Kut-Ku Webbing (A)
12-13 10 Giant Beak (A,W)
— 11-14 Monsterbone+ (O)
— 15-16 Blue Inferno Sac (A,W)
14-19 — Kut-Ku Ear (A,W)
20 17-20 Blue Kut-Ku Auricle (A,W)
ARMOR MATERIAL EFFECTS
Blue Kut-Ku Scale
You reduce fire damage you take by 3 while you wear
this armor.
Blue Kut-Ku Carapace
While you are attuned to this armor, you and your
equipment suffer no ill effects from Strong Winds.
Kut-Ku Webbing
You have a +2 bonus to History checks while you wear
this armor.
Giant Beak
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Blue Inferno Sac
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 30 feet of you. The target must
make a DC 13 Dexterity saving throw, taking 2d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape
of the Kut-Ku's ear. When held up to your ear, this horn
suppresses the effects of the deafened condition on
you, allowing you to hear normally.
Blue Kut-Ku Auricle
When you make a skill check while wearing this armor,
you can use your reaction to gain a +2 bonus to the
check. You can use this property twice, regaining all
expended uses after you finish a long rest.
WEAPON MATERIAL EFFECTS
Blue Kut-Ku Scale
The bearer may use this weapon to make indigo colored
marks on any surface. The marks will fade away in 24
hours.
Blue Kut-Ku Carapace (spellcaster only)
While you are attuned to this weapon, you can use an
action to cast the scorching ray spell from it. Once you
use this property, you can't use it again until you finish a
long rest.
Giant Beak
When you cast a spell that deals fire damage, you
increase the spell save DC by 1.
Blue Inferno Sac
Your weapon deals an extra 1d4 fire damage.
Kut-Ku Ear
While touching this weapon you can speak its command
phrase: "The limits of my language are the limits of my
world" to gain proficiency in any language of your
choice for 24 hours. Once you use this property, you
can't use it again until the next day.
Blue Kut-Ku Auricle
While attuned to this weapon, you can use a bonus
action to exhale fire at a target within 15 feet of you.
The target must make a DC 14 Dexterity saving throw,
taking 3d6 fire damage on a failed save, or half as much
damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon upgrade material
13
Challenge Rating 4
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-5 Orange Hypno Pelt (A,W)
6-8 6-7 Hypno Claw (W)
9-10 8-9 Hypno Bezoar (A,W)
11-13 10-12 H.Sleep Sac (A,O)
14-18 13-16 Hypno Fang (W)
— 17-20 Rainbow Tail Feather (A,W)
19-20 — Hypno Beak (W)
ARMOR MATERIAL EFFECTS
Orange Hypno Pelt
You have a +2 bonus to Animal Handling checks while
you wear this armor.
Hypno Bezoar
You can read books you are touching while sleeping.
H.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
Rainbow Tail Feather
You gain the benefits of a long rest after 4 hours instead
of 8 while you are attuned to this armor.
WEAPON MATERIAL EFFECTS
Orange Hypno Pelt
While you are attuned to this weapon you can conjure a
gold-rimmed glass monocle. While wearing this
monocle in a library, you have advantage on Intelligence
(Investigation) checks to find relevant books and
information.
Hypno Claw
Taunt. When a creature you can see attacks a target
other than you that is within 5 feet of you, you can use
your reaction to redirect the attack to you.
Hypno Bezoar
When you hit a creature with this weapon, it must make
a DC 12 Wisdom saving throw. If it fails the save it
becomes charmed by you for 1 minute or until you or
your companions do anything harmful to it. Once you
use this property once, you can't use it again until you
finish a short or long rest.
Hypno Fang
This weapon has 3 runes. When you hit a creature with
this weapon, you can expend 1 of its runes to have the
target make a DC 11 Constitution saving throw. On a
failed save it falls unconscious for 1 minute, until the
sleeper takes damage, or until someone uses an action
to shake or slap the sleeper awake. This weapon regains
1 expended rune daily at dawn.
Rainbow Tail Feather
You can produce an illusory document from your bag.
The document is real only so long as you hold it, after
which it dissipates in a puff of smoke. A creature may
also determine the document is fake with a Wisdom
(insight) check against your spell save DC. If you do not
have a spell save DC, the creature must succeed on a
DC 11 Wisdom (Insight) check.
Hypno Beak (Bard, Sorcerer, & Wizard only)
While attuned to this weapon, you can use an action to
cast the sleep spell from it once a day, without
expending a spell slot.
OTHER MATERIAL EFFECTS
H.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
14
Challenge Rating 4
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-4 Pukei-Pukei Shell (A,W)
5-9 5-7 Pukei-Pukei Scale (A,W)
10-12 8-9 Pukei-Pukei Quill (A,W)
— 10-11 Pukei-Poison Sac (A,W,O)
13-15 12-13 Pukei-Pukei Sac (A,W)
16-17 14-17 Jumbo Bone (O)
18-20 18-20 Pukei-Pukei Wing (A,W)
ARMOR MATERIAL EFFECTS
Pukei-Pukei Shell
You have a +2 bonus to Deception checks while you
wear this armor.
Pukei-Pukei Scale
Botanist. When you successfully gather a plant resource,
you instead gather 2.
Pukei-Pukei Quill
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to poison
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Pukei-Poison Sac
Whenever you make a saving throw against the
poisoned condition, you do so with a +2 bonus.
Pukei-Pukei Sac
Item Prolonger. Whenever you use a consumable item
that has a duration, its duration is increased by an
additional 6 seconds.
Pukei-Pukei Wing
While wearing this armor, you can conjure 1 of 4 types
of nut into the palm of your hand and consume it as an
action. Choose one creature that you can see within 60
feet of you. Both you and the target must succeed on a
DC 14 Constitution saving throw or suffer the effects of
the nut for 1 minute. Roll a d4 to determine the effect
of the nut;
On a 1, stunned; On a 2, deafened; On a 3, paralyzed;
On a 4, blinded. Both creatures can repeat this saving
throw at the end of their turn, ending the effecting on a
success. You can use this property a number of times
equal to your Constitution Modifier, regaining all
expended uses when you finish a long rest.
WEAPON MATERIAL EFFECTS
Pukei-Pukei Shell
You have proficiency with the herbalism kit while
attuned to this weapon. If you are already proficient you
double your proficiency bonus when using it.
Pukei-Pukei Scale
While touching this weapon, you can use an action to
determine which way is north. This property functions
only on the Material Plane.
Pukei-Pukei Quill
While you are attuned to this weapon, you can use this
weapon as your spellcasting focus.
Pukei-Poison Sac
When you cast a spell that deals poison damage, add
1/2 of your proficiency bonus to that damage.
Pukei-Pukei Sac
This weapon has 3 runes. When you hit a creature with
this weapon, you can expend 1 of its runes to have the
target make a DC 14 Constitution saving throw or
become poisoned for 1 minute. A creature can repeat
its saving throw at the end of its turn, ending the
effecting on a success. This weapon regains 1 expended
rune daily at dawn.
Pukei-Pukei Wing
When you cast a spell that deals poison damage, you
gain a +1 bonus to its spell attack roll or increase its
spell save DC by 1.
OTHER MATERIAL EFFECTS
Pukei-Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus two vials. On a
success you create two vials of basic poison (PHB p.
153). On a fail, the material is destroyed.
Jumbo Bone
Uncommon armor upgrade material.
15
Challenge Rating 10
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-4 Coral Pukei-Pukei Cortex (A,W)
5-9 5-7 Coral Pukei-Pukei Shard (W)
10-12 8-9 Coral Pukei-Pukei Lash (A,W)
— 10-11 Flood Sac (A,W)
13-15 12-13 Large Coral Pukei-Pukei Sac (A,W)
16-17 14-17 Lg Monster Bone (O)
18-20 18-20 Coral Pukei-Pukei Fellwing (A,W)
ARMOR MATERIAL EFFECTS
Coral Pukei-Pukei Cortex
While wearing this armor, you can cast the create or
destroy water spell from it as an action once per day.
Coral Pukei-Pukei Lash
Item Prolonger+. Whenever you use a consumable item
that has a duration, its duration is increased by an
additional 12 seconds.
Flood Sac
While wearing this armor, you have a swimming speed
equal to your walking speed and you can hold breath
underwater for twice as long as normal.
Coral Pukei-Pukei Sac
You have resistance to cold damage while you wear this
armor.
Coral Pukei-Pukei Fellwing
You have resistance to cold damage and immunity to
the waterblight condition while you wear this armor.
WEAPON MATERIAL EFFECTS
Coral Pukei-Pukei Cortex
When you place this weapon into any liquid, it will
absorb up to 1 vial of it. The weapon will hold the liquid
for 24 hours, or until you use an action to cause the
liquid to pour out from the hilt or tip of the weapon.
Coral Pukei-Pukei Shard
Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
Coral Pukei-Pukei Lash
Your weapon deals an extra 1d6 cold damage.
Flood Sac
When you cast a spell that deals cold damage, add 1/2
of your proficiency bonus to that damage.
Coral Pukei-Pukei Sac
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Coral Pukei-Pukei Fellwing
While you are attuned to this weapon, you can use a
bonus action to exhale a stream of water in a 30-foot
line that is 5 feet wide. Each creature in that line must
make a DC 14 Dexterity saving throw, taking 4d6 cold
damage on a failed save, or half as much damage on a
successful one. Once used, this property cannot be
used again until you finish a long rest.
OTHER MATERIAL EFFECTS
Lg Monster Bone
Very rare armor upgrade material.
16
Challenge Rating 6
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-7 1-3 Qurupeco Scale (A,W)
8-12 4-8 Qurupeco Feather (A,W)
13-16 9-12 Screamer Sac x2 (O)
17-18 13-14 Vivid Feather (A,W)
— 15-16 Med Monsterbone (O)
19 17 Alluring Beak (A,W)
20 18-20 Flintstone (A,W)
ARMOR MATERIAL EFFECTS
Qurupeco Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Qurupeco Feather
Whenever you finish a long rest you may attempt a DC
15 Charisma (Performance) check using an instrument
you are proficient with. On a success, you gain
inspiration if you do not already have it.
Vivid Feather
You have a +2 bonus to Performance checks while you
wear this armor.
Alluring Beak
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Flintstone
Your armor is decorated with bird carvings. It has 10
runes. While wearing it, you can use an action to expend
1 rune from the armor and cause it to create one of the
following sounds out to a range of 60 feet: a finch's
chirp, a raven's caw, a duck's quack, a chicken's cluck, a
goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, or an eagle's shriek.
This armor regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1, the
runes cannot recharge for a week.
WEAPON MATERIAL EFFECTS
Qurupeco Scale
You gain proficiency with the horn musical instruments.
If you are already proficient, you double your proficiency
bonus when using it.
Qurupeco Feather
While holding this weapon, you can use an action to
summon a jaggi to your aid for 1 hour. It will act on your
turn in the initiative and will flee if you or your allies
attempt to harm it. Once you use this property, you
cannot use it again for one week.
Vivid Feather
While you are attuned to this weapon, you can use this
weapon as your spellcasting focus.
Alluring Beak
When you hit a creature with this weapon it must make
a DC 12 Wisdom saving throw. On a failed save, the
target becomes charmed by you until the end of its next
turn. On a successful save, the target becomes immune
to this effect for 24 hours.
Flintstone
When you cast a spell that deals fire damage, you gain a
+1 bonus to its spell attack roll.
OTHER MATERIAL EFFECTS
Screamer Sac
A crafting material used to make sonic bombs.
Med Monsterbone
Rare armor upgrade material.
17
Challenge Rating 7
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-2 Garuga Scale (A,W)
5-6 3-10 Garuga Shell (A,W)
7 11-13 Garuga Mane (A,W)
8 14-18 Garuga Wing (A,W)
9-12 — Garuga Tail (A,W,O)
13-16 19 Rejuvenated Beak (A,W)
17-20 20 Garuga Ear (A,W)
ARMOR MATERIAL EFFECTS
Garuga Scale
You have a +2 bonus to Intimidation checks while you
wear this armor.
Garuga Shell (Bow only)
Whenever you apply the close range coating to your
arrows, you can coat up to 5 more.
Garuga Mane
You can use an action to speak this armor's command
word and regain one expended spell slot of up to 3rd
level. Once you have used this effect, it can't be used
again until the next dawn.
Garuga Wing
Whenever you make a saving throw against the
poisoned condition, you do so with a +2 bonus.
Garuga Tail
While wearing this armor, you have darkvision out to a
range of 60 feet. If you already have darkvision, your
sight range increases by 60 feet.
Rejuvenated Beak
You have advantage on initiative rolls while you wear
this armor.
Garuga Ear
Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
WEAPON MATERIAL EFFECTS
Garuga Scale
While attuned to this weapon you can cast the gust of
wind spell (save DC 13) once a day.
Garuga Shell (Bow only)
Arrows coated with the close range coating, deal an
extra 1 piercing damage and it now ignores any
disadvantages when attacking creatures you can see that
are within 20 feet of you.
Garuga Mane
While you are attuned to this weapon, your walking
speed becomes 30 feet, unless your walking speed is
higher, and your speed isn't reduced if you are
encumbered or wearing heavy armor.
Garuga Wing
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 6 seconds.
Garuga Tail
Your weapon deals an extra 1d4 poison damage.
Rejuvenated Beak
This weapon warns you of danger. While the weapon is
on your person, it magically awakens you and your
companions within a 30-foot range if any of you are
sleeping naturally when combat begins.
Garuga Ear
This weapon has 4 runes. When you hit a creature with
this weapon, you can expend 1 of its runes to have the
target make a DC 14 Constitution saving throw. On a
failed save the target is deafened for 1 minute. This
weapon regains 1d4 expended runes daily at dawn.
OTHER MATERIAL EFFECTS
Garuga Tail
Rare armor upgrade material.
18
Challenge Rating 16
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-2 Garuga Shard (A,W)
5-6 3-10 Garuga Cortex (A,W)
7 11-13 Garuga Silverpelt (A,W)
8 14-18 Garuga Fellwing (A,W)
9-12 — Garuga Lash (A,W,O)
13-16 19 Fancy Beak (A,W)
17-20 20 Garuga Auricle (A,W)
ARMOR MATERIAL EFFECTS
Garuga Shard
While wearing this armor, you have darkvision out to a
range of 60 feet. If you already have darkvision, your
sight range increases by 60 feet.
Garuga Cortex
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Garuga Silverpelt
You can use an action to speak this armor's command
word and regain one expended spell slot of up to 4th
level. Once you have used this effect, it can't be used
again until the next dawn.
Garuga Fellwing
Whenever you make a saving throw against the
poisoned condition, you do so with advantage.
Garuga Lash (Druid Only)
While you wear this armor, your wild shapes last a
number of hours equal to your druid level and you can
use your wild shape one additional time.
Fancy Beak
You have advantage on initiative rolls while you wear
this armor.
Garuga Auricle
You cannot be poisoned and you have resistance to
poison damage while wearing this armor.
WEAPON MATERIAL EFFECTS
Garuga Shard
If you coat this weapon with poison, the poison’s save
DC is increased by 3.
Garuga Cortex (Bows only)
Your poison coating now lasts for 1 minute, but the
target can repeat its saving throw at the end of its turn.
ending the poison on a successful save.
Garuga Silverpelt
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Garuga Fellwing
Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
Garuga Lash
Resentment. Until the end of your turn, you gain a +1
bonus to attack and damage rolls against any creature
that has damaged you since the end of your last turn.
Fancy Beak
Critical Status (poison). When you make a weapon
attack with this weapon, and roll a 20 for the attack roll,
the target is poisoned until the end of its next turn.
Garuga Auricle
Your weapon deals an extra 1d10 poison damage.
OTHER MATERIAL EFFECTS
Garuga Lash
Very Rare armor upgrade material.
19
Challenge Rating 8
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-10 1-3 Rubbery Hide (A,W)
11-13 4-9 Dash Extract (O)
14-15 10-13 Gypceros Poison Sac (A,W,O)
16-17 — Lightcrystal (A,W)
18-19 14-19 Gypceros Webbing (A,W)
20 20 Gypceros Head (A,W)
ARMOR MATERIAL EFFECTS
Rubbery Hide
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Gypceros Poison Sac
Whenever you make a saving throw against the
poisoned condition, you do so with a +2 bonus.
Lightcrystal
While wearing this armor, you can use a bonus action to
speak its command word to ignite the magic within it,
causing it to flare brilliantly. Any creature within a 10-
foot radius of you must use their reaction to shield their
eyes or be blinded until the end of their next turn. You
can use this property twice, regaining all expended uses
when you finish a long rest.
Gypceros Webbing
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet.
Gypceros Head
While you are attuned to this armor, you can use your
reaction, immediately after you are hit by an attack, to
feign death for up to 1 hour. A creature can determine
you are alive by making an Intelligence (Investigation)
check against your Charisma (Performance) check.
Once you use this property, you cannot use it again until
you finish a long rest.
WEAPON MATERIAL EFFECTS
Rubbery Hide
While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a
line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
Gypceros Poison Sac
Your weapon deals an extra 1d4 poison damage.
Lightcrystal
While holding this weapon in darkness, it sheds
moonlight, creating bright light in a 15-foot radius and
dim light for an additional 15 feet.
Gypceros Webbing (Spellcaster only)
While attuned to this weapon you can cast the
protection from energy (lightning) spell once a day,
without expending a spell slot.
Gypceros Head
While attuned to this weapon, you can conjure a hooded
lantern as an action. The lantern hovers 10 feet off the
ground and stays within 5 feet of you. While lit, this
hooded lantern burns for 6 hours on 1 pint of oil,
shedding bright light in a 30-foot radius and dim light
for an additional 30 feet. Invisible creatures and objects
are visible as long as they are in the lantern's bright
light. You can use an action to lower the hood, reducing
the light to dim light in a 5-foot radius.
OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.
Gypceros Poison Sac
You can make a DC 14 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus two vials. On a
success you create two vials of serpent venom (DMG p.
258). On a fail, the material is destroyed.
20
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-2 Azurefeather (A,W)
6-8 3-6 Coma Sac (O)
9-10 7-9 Malfestio Wingtalon (A,W)
— 10-11 Malfestio Ear (A,W)
11-12 12-16 Malfestio Wing (A,W)
13-18 17-18 Malfestio Tailfeather (A,W)
19 — Malfestio Webbing (A,W)
20 19-20 Malfestio Goldfeather (W)
ARMOR MATERIAL EFFECTS
Azurefeather
You have a +2 bonus to Insight checks while you wear
this armor.
Malfestio Wingtalon
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you
do so with a +3 bonus.
Malfestio Ear
Detect+. You gain a +2 bonus to your passive
Perception while you wear this armor.
Malfestio Wing
You have advantage on Wisdom (Perception) checks
that rely on sight while you wear this armor. In
conditions of clear visibility, you can make out details of
even extremely distant creatures and objects as small as
2 feet across.
Malfestio Tailfeather
While wearing this armor, you have darkvision out to a
range of 60 feet. If you already have darkvision, your
sight range increases by 60 feet.
Malfestio Webbing
Your armor becomes light and flexible. If it is medium or
light armor it can be worn under normal clothes. If the
armor normally imposes disadvantage on Dexterity
(Stealth) checks or has a Strength requirement, it no
longer does.
WEAPON MATERIAL EFFECTS
Azurefeather
While you are attuned to this weapon, you can speak its
command word and swing it in a horizontal fashion to
release a sonic wave in a 30-foot cone. Each creature in
that area must make a DC 13 Constitution saving throw
or, they fall Unconscious until the spell ends, until the
sleeper takes damage, or until someone uses an action
to shake or slap the sleeper awake. Once you use this
property, you cannot use it again until you finish a long
rest.
Malfestio Wingtalon
Your weapon deals an extra 1d4 slashing damage.
Malfestio Ear
Hunter. While attuned to this armor you gain one extra
ration from whatever you hunt.
Malfestio Wing
Your weapon has 3 runes. While holding it, you can use
an action to expend 1 of its runes, and if a secret door
or trap is within 30 feet of you, the weapon pulses and
points at the one nearest to you. This weapon regains
1d3 expended runes daily at dawn.
Malfestio Tailfeather (Ranger only)
While attuned to this weapon you can cast the zephyr
strike (XG 171) spell once a day, without expending a
spell slot.
Malfestio Webbing
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Malfestio Goldfeather
While you are holding this weapon, you can use an
action to speak its command word to summon a giant
owl for up to 8 hours. The owl can telepathically
communicate with you at any range if you and it are on
the same plane of existence. Once this property has
been used, it can't be used again until 2 days have
passed.
OTHER MATERIAL EFFECTS
Coma Sac
A Material that replaces the sleep herb when crafting
sleep coating or sleep ammo.
21
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-8 Raw Meat (O)
9-13 Bullfango Pelt (A)
14-18 Sm Monsterbone (O)
19-20 Bullfango Head (W)
ARMOR MATERIAL EFFECTS
Bullfango Pelt
You have a +1 bonus to Intimidation checks while
you wear this armor.
WEAPON MATERIAL EFFECTS
Bullfango Head
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1
Carves 3
Carve Chance Material Slots
1-14 Raw Meat (O)
15-20 Wulg Thickfur (A,W)
ARMOR MATERIAL EFFECTS
Wulg Thickfur
You reduce cold damage you take by 3 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Wulg Thickfur
Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a
Bigger Creature (DMG p.271) while you are attuned
to this weapon.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Challenge Rating 2
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1 — Raw Meat (O)
2-7 1-13 Bulldrome Hide (A)
8-12 14-17 Jumbo Bone (O)
13-16 — Stout Bone (A,W)
17-19 18 Bulldrome Tusk (W)
20 19-20 Bulldrome Head (A,W)
ARMOR MATERIAL EFFECTS
Bulldrome Hide
You have a +1 bonus to Survival checks while you
wear this armor.
Stout Bone
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Bulldrome Head
Botanist. When you successfully gather a plant
resource, you instead gather 2.
WEAPON MATERIAL EFFECTS
Stout Bone
Your bludgeoning weapon deals an extra 2
bludgeoning damage.
Bulldrome Tusk
Your slashing weapon deals an extra 1 slashing
damage.
Bulldrome Head (Hammer & Lance only)
You gain a +1 bonus to your attack rolls if you move
20 feet in a straight line towards a creature without
taking damage.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Bulldrome Jumbo Bone
Uncommon armor upgrade material.
22
Challenge Rating 3
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-7 1-3 Lagombi Pelt (A)
8-11 4-10 Lagombi Plastron (A,W)
12-13 11-15 Lagombi Iceclaw (A,W)
14-15 16-18 Lagombi Jumbo Bone (W,O)
16-20 19-20 Lagombi Ear (A,W)
ARMOR MATERIAL EFFECTS
Lagombi Pelt
You have a +1 bonus to Acrobatics checks while you
wear this armor.
Lagombi Plastron
You ignore difficult terrain created by ice or snow
while you wear this armor.
Lagombi Iceclaw
You reduce cold damage you take by 3 while you
wear this armor.
Lagombi Ear
Whenever you make a saving throw against the
blinded condition, you do so with a +1 bonus.
WEAPON MATERIAL EFFECTS
Lagombi Plastron
This weapon has a reservoir of ice magic that can
freeze the ground for up to 30 seconds. While
holding this weapon, you can use an action to plant
this weapon in the ground and release the ice magic
within. While planted and undepleted, the ground in
a 10-foot radius of this weapon becomes difficult
terrain. This weapon recharges 1d6 seconds of
energy to the weapon's reservoir daily at dawn.
Lagombi Iceclaw
When you cast a spell that deals cold damage, add
1/2 of your proficiency bonus to that damage.
Lagombi Jumbo Bone
Your bludgeoning weapon deals an extra 2
bludgeoning damage.
Lagombi Ear (Sorcerer & Wizard only)
While attuned to this weapon you know the ray of
frost cantrip.
OTHER MATERIAL EFFECTS
Lagombi Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 4
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-5 Honey x2 (O)
7-14 6-7 Arzuros Pelt (A,W)
15-17 8-13 Arzuros Shell (A)
18 14-17 Azure Jumbo Bone (W,O)
19-20 18-20 Arzuros Brace (A,W)
ARMOR MATERIAL EFFECTS
Arzuros Pelt
Botanist. When you successfully gather a plant
resource, you instead gather 2.
Arzuros Shell
You have a +1 bonus to Athletics checks while you
wear this armor.
Arzuros Brace
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to
bludgeoning damage until the end of your next turn.
Once you use this property, you cannot use it again
until you finish a long rest.
WEAPON MATERIAL EFFECTS
Arzuros Pelt
While you are attuned to this weapon, you can use
this weapon as your spellcasting focus.
Azure Jumbo Bone
Your bludgeoning weapon deals an extra 2
bludgeoning damage.
Arzuros Brace
You are proficient in unarmed strikes while you are
attuned to this weapon. Additionally, your unarmed
strikes deal slashing damage instead of bludgeoning
damage and you can use a d6 in place of the normal
weapon damage dice with unarmed strikes.
OTHER MATERIAL EFFECTS
Honey
Item found in (AGtMH p.68)
Azure Jumbo Bone
Uncommon armor upgrade material.
23
Challenge Rating 5
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
— 1-2 Sharpened Fang+ (A,W)
1-6 3-10 Volvi Carapace (A,W)
7-10 11-12 Volvidon Talon (A,W)
11-16 13-18 Volvidon Paralysis Sac (A,W)
17-20 19-20 Volvi Rickrack (A,W)
ARMOR MATERIAL EFFECTS
Sharpened Fang+
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to slashing
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Volvi Carapace
Whenever you make a saving throw against waterblight
condition, you do so with a +1 bonus.
Volvidon Talon
You have a +1 bonus to Acrobatic checks while you
wear this armor.
Volvidon Paralysis Sac
You can cast the light cantrip once per day, while you
are wearing this armor.
Volvi Rickrack
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
WEAPON MATERIAL EFFECTS
Sharpened Fang+
Your weapon deals an extra 1d4 slashing damage.
Volvi Carapace
As an action you transform into a 5-foot sphere that
resembles the color and shape of a volvidon's shell.
While in this form your speed increases to 40 feet, you
can speak but it sounds muffled, and you cannot take
any actions, reactions, or bonus actions except to
transform back.
Volvidon Talon
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1 charge,
spirit, or phial charge.
Volvidon Paralysis Sac
When you cast a spell that deals lightning damage, you
gain a +1 bonus to its spell attack roll.
Volvi Rickrack (Melee Weapon only)
When you hit a creature with this weapon you can
attempt to grapple the creature as a bonus action.
24
Challenge Rating 6
Carves/Capture 3
Carve Chance Capture Chance Material Slot
1-7 — Kecha Pelt (A)
8-12 1-7 Kecha Longbone (A,W)
13-14 8-10 Kecha Tail (A,W)
15-16 11-13 Brute Bone (W,O)
17 14-15 Kecha Ear (A,W)
18-20 16-20 Kecha Talon (A,W)
ARMOR MATERIAL EFFECTS
Kecha Pelt
You have a +2 bonus to Animal Handling checks while
you wear this armor.
Kecha Longbone
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
armor.
Kecha Tail
While wearing this armor, you grow a monkey-like tail.
You can use the tail to hold an object, or stow or
retrieve an item from your bags. The tail can't attack,
activate magic items, or carry more than 10 pounds.
Kecha Ear
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Kecha Talon
While wearing this armor, you can move up, down, and
across vertical surfaces and upside down along ceilings,
while leaving your hands free. You have a climbing
speed equal to your walking speed. However the armor
doesn't allow you to move this way on a slippery
surface, such as one covered by ice or oil.
WEAPON MATERIAL EFFECTS
Kecha Longbone
When you cast a spell that deals cold damage, you gain a
+1 bonus to its spell attack roll.
Kecha Tail
When you hit a creature with this weapon they must
make a DC 12 Constitution saving throw or be poisoned
with waterblight until the end of their next turn.
Brute Bone
Your weapon deals an extra 1d4 bludgeoning damage.
Kecha Ear
While holding this weapon, you can use an action to
speak its command word, to conjure a pair of kecha
wacha ears that cover your weapon. While your weapon
is covered it acts as a shield and cannot be used to
attack, but retains all its abilities. You can speak the
command word again, as a bonus action, to cause the
weapon to revert to its normal form.
Kecha Talon
Spirit's Whim. The first time you mine or gather on an
expedition, you gain double the amount of ore or herbs
you would normally receive.
OTHER MATERIAL EFFECTS
Brute Bone
Rare armor upgrade material.
25
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-10 Conga Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)
ARMOR MATERIAL EFFECTS
Conga Pelt
While wearing this armor you have a +1 bonus to
Constitution saving throws to maintain
concentration.
WEAPON MATERIAL EFFECTS
Sharp Claw
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 6
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-4 Congalala Pelt (A,W)
5-10 — Congalala Claw (A,W)
11-12 5-8 Congalala Fang (W)
13 9-10 Brute Bone (W,O)
14-18 11-16 Territorial Dung (O)
19-20 17-20 Vibrant Pelt (A,W)
ARMOR MATERIAL EFFECTS
Congalala Pelt
When you attune to this armor, you gain proficiency
with either alchemy tools or tinker's tools. You can
change which tool you are proficient with daily at dawn.
Congalala Claw
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Vibrant Pelt
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they hit
a creature.
WEAPON MATERIAL EFFECTS
Congalala Pelt (Monk only)
While you are attuned to this weapon, you may spend
one minute contemplating the patterns etched on this
weapon's surface and regain 1 expended ki point. Once
you use this property, you cannot use it again until you
finish a long rest.
Congalala Claw
When you hit a creature with this weapon, it must make
a DC 12 Constitution saving throw. On a failed save the
creature has disadvantage on concentration checks for
1 minute. You can use this property three times,
regaining all expended uses when you finish a long rest.
Congalala Fang (Bowgun only)
Load Up. Your normal ammo capacity increases by 10
while you are attuned to this weapon.
Brute Bone
Your weapon deals an extra 1d4 bludgeoning damage.
Vibrant Pelt (Sorcerer & Wizard only)
While attuned to this weapon you can cast the
chromatic orb spell once a day, without the required the
material components and without expending a spell
slot.
OTHER MATERIAL EFFECTS
Brute Bone
Rare armor upgrade material.
Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung
bomb that blinds a creature for 1 minute on hit.
26
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-10 Blango Pelt (A)
11-16 Sharp Claw (W)
17-20 Jumbo Bone (O)
ARMOR MATERIAL EFFECTS
Blango Pelt
You suffer no harm in temperature as cold as -20
degrees Fahrenheit while you wear this armor.
WEAPON MATERIAL EFFECTS
Sharp Claw
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slot
1-5 1-7 Blangonga Pelt (A,W)
6-11 8 Territorial Dung (O)
12-13 9-15 Blangonga Whisker (A,W)
14-18 16-17 Blangonga Tail (A,W)
19 18-20 Brute Bone (W,O)
20 — Blangonga Fang (A,W)
ARMOR MATERIAL EFFECTS
Blangonga Pelt
Well Rested+. When you finish a long rest, you gain 10
temporary hit points for 24 hours while attuned to this
armor.
Blangonga Whisker
While you are attuned to this armor, you can use a
bonus action to speak its command word to exhale ice
and snow at a target within 30 feet of you. The target
must make a DC 15 Dexterity saving throw, taking 4d6
cold damage on a failed save, or half as much damage
on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
Blangonga Tail
You ignore difficult terrain created by ice or snow while
you wear this armor.
Blangonga Fang
You have resistance to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Blangonga Pelt
When you are in freezing temperatures, this weapon
sheds bright light in a 10-foot radius and dim light for
an additional 10 feet.
Blangonga Whisker
Your weapon deals an extra 1d4 cold damage.
Blangonga Tail
While you are attuned to this weapon you can draw it, to
extinguish all nonmagical flames within 30 feet of you.
This property can be used no more than once per hour.
Brute Bone
Your weapon deals an extra 1d4 bludgeoning damage.
Blangonga Fang
Your weapon deals an extra 1d6 cold damage.
OTHER MATERIAL EFFECTS
Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung
bomb that blinds a creature for 1 minute on hit.
Brute Bone
Rare armor upgrade material.
27
Challenge Rating 15
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-8 1-5 Rajang Fang (A,W)
9-13 6-13 Rajang Blackfur (A,W)
— 14-15 Rajang Tail (A,W)
14-17 16-18 Rajang Claw (A,W)
18 — Rajang Horn (A,W)
19-20 19-20 Gold Rajang Pelt (A,W)
ARMOR MATERIAL EFFECTS
Rajang Fang
You have advantage on Insight checks while you wear
this armor.
Rajang Blackfur
You suffer no harm in temperature as cold as -20
degrees Fahrenheit while you wear this armor.
Rajang Tail
Imperial Wrath. You have advantage on intimidation
checks when interacting with nobles while you wear this
armor.
Rajang Claw
When you must succeed on a saving throw or be
knocked prone, you do so with advantage.
Rajang Horn
You have resistance to thunder damage while you wear
this armor.
Gold Rajang Pelt
You have immunity to thunder damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Rajang Fang (Insect Glaive only)
As an action you can hurl this weapon and speak this
weapon's command word, it transforms into a bolt of
lightning, forming a line 5 feet wide that extends out
from you to a target within 120 feet. Each creature in
the line excluding you and the target must make a DC
16 Dexterity saving throw, taking 4d6 lightning damage
on a failed save, and half as much damage on a
successful one. The lightning bolt turns back into a
javelin when it reaches the target. Make a ranged
weapon attack against the target. On a hit, the target
takes damage from the javelin plus 4d6 lightning
damage. Once used, this property can't be used again
until the next dawn.
Rajang Blackfur
Your weapon deals an extra 1d6 lightning damage.
Rajang Tail (Spellcaster only)
This weapon has 7 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
lightning bolt spell (save DC 15) from it. For 1 rune, you
cast the 3rd-level version of the spell. You can increase
the spell slot level by one for each additional rune you
expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20.
On a 1, the runes cannot recharge for a week.
Rajang Claw
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Rajang Horn
Your weapon gains the following properties. When one
of these properties is used, it can't be used again until
the next dawn.
Lightning. When you hit with a melee attack using the
weapon, you can cause the target to take an extra 2d6
lightning damage.
Thunder. When you hit with a melee attack using the
weapon, you can cause the weapon to emit a crack of
thunder, audible out to 300 feet. The target you hit
must succeed on a DC 17 Constitution saving throw
or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt
of lightning to leap from the weapon's tip in a line
that is 5 feet wide and 120 feet long. Each creature in
that line must make a DC 17 Dexterity saving throw,
taking 9d6 lightning damage on a failed save, or half
as much damage on a successful one.
Thunderclap. You can use an action to cause the
weapon to issue a deafening thunderclap, audible out
to 600 feet. Each creature within 60 feet of you (not
including you) must make a DC 17 Constitution
saving throw. On a failed save, a creature takes 2d6
thunder damage and becomes deafened for 1 minute.
On a successful save, a creature takes half damage
and isn't deafened.
Thunder and Lightning. You can use an action to use
the Lightning Strike and Thunderclap properties at
the same time. Doing so doesn't expend the daily use
of those properties, only the use of this one.
Gold Rajang Pelt
Your weapon deals an extra 1d8 lightning damage.
28
Challenge Rating 21
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-8 1-5 Rajang Apoplexy (A,W)
9-13 6-13 Gold Rajang Pelt (A,W)
— 14-15 Rajang Hardhorn (A,W)
14-17 16-19 Rajang Hardclaw (A,W)
18-19 — Rajang Heart (A,W)
20 20 Ghoulish Gold Gorer (A,W)
ARMOR MATERIAL EFFECTS
Rajang Apoplexy
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Gold Rajang Pelt
You have resistance to lightning and thunder damage
while you wear this armor.
Rajang Hardhorn
Nimbleness. You have advantage on Dexterity
(Acrobatics) checks and Dexterity saving throws while
you wear this armor. Also when you are subjected to an
effect that allows you to make a dexterity saving throw
to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage
if you fail.
Rajang Hardclaw
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you
have.
Rajang Heart
Stamina Surge+3. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so.
Ghoulish Gold Gorer
Iron Wall+. You have a +3 bonus to your armor class
while you wear this armor.
WEAPON MATERIAL EFFECTS
Rajang Apoplexy
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Gold Rajang Pelt
Your weapon deals an extra 1d8 lightning damage.
Rajang Hardhorn (Spellcaster only)
This weapon has 8 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
lightning bolt spell (save DC 17) from it. For 1 rune, you
cast the 3rd-level version of the spell. You can increase
the spell slot level by one for each additional rune you
expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20.
On a 1, the runes cannot recharge for a week.
Rajang Hardclaw
Heroics. While below 25% of your maximum hit points
your weapon attacks deal 1d4 extra damage and you
have resistance to all damage except psychic damage.
Rajang Heart
Your weapon deals an extra 2d6 lightning damage.
Ghoulish Gold Gorer
Rajang Will. While attuned to this weapon you gain the
benefits of both the Rajang Apoplexy and Rajang
Hardclaw weapon material effects.
29
Challenge Rating 16
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-6 1-3 Gammoth Pelt (A,W)
7-11 4-10 Gammoth Shell (A,W)
12-14 11-15 Gammoth Redfur (A,W)
15-17 — Trunkspine (A,W)
18-19 16-18 Gammoth Fang (A,W)
20 19-20 Gammoth Scalp (A,W)
ARMOR MATERIAL EFFECTS
Gammoth Pelt
While you wear this armor, you can tolerate
temperatures as low as -50 degrees Fahrenheit without
any additional protection. If you wear heavy clothes, you
can tolerate temperatures as low as -100 degrees
Fahrenheit.
Gammoth Shell
You ignore difficult terrain created by ice or snow while
you wear this armor.
Gammoth Redfur
You have resistance to cold damage while you wear this
armor.
Trunkspine
Botanist+. When you successfully gather a plant
resource, you gather an extra 1d4 more.
Gammoth Fang
While you are attuned to this armor, you can make
Intelligence (History) checks as a bonus action.
Gammoth Scalp
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Gammoth Pelt
While you are attuned to this weapon you can speak its
command word to shroud it in ice. When touched to an
object it will slowly cover it in a thin sheet of ice. A
creature takes 1 cold damage every minute this weapon
is touching their skin.
Gammoth Shell
Your weapon deals an extra 1d6 cold damage.
Gammoth Redfur
When you cast a spell that deals cold damage, you gain a
+3 bonus to its spell attack roll and you ignore half
cover when making a spell attack.
Trunkspine
While attuned to this weapon you can use an action to
speak its command word to exhale shards of ice in a 30-
foot cone. Each creature in that area must make a DC
17 Dexterity saving throw, taking 5d6 cold damage on a
failed save, or half as much damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
Gammoth Fang (Druid, Sorcerer, Warlock, & Wizard
only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
Cone of Cold (5 runes), Fog Cloud (1 runes), Ice Storm
(4 runes), or Wall of Ice (4 runes).
This weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20.
On a 1, the runes cannot recharge for a week.
Gammoth Scalp
Your weapon deals an extra 1d8 cold damage.
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-13 Giggi Stinger (W)
14-17 Velvety Hide (A)
18-20 Monster Fluid (O)
ARMOR MATERIAL EFFECTS
Velvety Hide
You can set pitfall traps or shock traps as a bonus action
while you wear this armor.
WEAPON MATERIAL EFFECTS
Giggi Stinger
When you hit a creature with this weapon, they must
succeed on a DC 10 Constitution saving throw or
become poisoned until the end of their next turn.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be used
for weapons or armor.
30
Challenge Rating 10
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-7 1-3 Gigginox Hide (A,W)
8-11 4-10 Uncanny Hide (A,W)
12-13 11-15 Gigginox Talon (A,W)
14-15 16-18 Fearsome Maw (A,W)
16-20 19-20 Foul Venom Gland (A,W)
ARMOR MATERIAL EFFECTS
Gigginox Hide (Cleric, Druid, Paladin, & Ranger only)
While attuned to this armor, you can cast the
protection from poison spell once a day, without
expending a spell slot or having it prepared.
Uncanny Hide
You have advantage on saving throws against the
poison while you wear this armor.
Gigginox Talon
You have a climbing speed equal to your walking
speed while you wear this armor.
Fearsome Maw
While wearing this armor, you can breathe normally
in any Environment, and you have advantage on
saving throws made against harmful gases and
vapors (such as cloudkill and stinking cloud effects,
inhaled poisons, and the breath weapons of some
dragons).
Foul Venom Gland
You have advantage on saving throws against the
poisoned condition while you wear this armor.
WEAPON MATERIAL EFFECTS
Gigginox Hide
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration
of 1 minute or longer, the maximum duration of the
condition is increased by 6 seconds.
Uncanny Hide
While you hold this weapon, you can move up, down,
and across vertical surfaces and upside down along
ceilings, while leaving your hands free.
Gigginox Talon
Your weapon deals an extra 1d6 slashing damage.
Fearsome Maw
You can use an action to speak the command word
and regain one expended spell slot of up to 3rd level.
Once you have used this effect, it can't be used
again until the next dawn.
Foul Venom Gland
Your weapon deals an extra 1d6 poison damage.
Challenge Rating 6
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-9 1-5 Basarios Shell (A,W)
10-13 6-11 B.Poison Sac (A,W,O)
14-18 12-18 Machalite Ore (O)
19 19 Basarios Wing (A,W)
20 20 Basarios Carapace (A,W)
ARMOR MATERIAL EFFECTS
Basarios Shell
You have advantage on stealth checks made to hide
in rocky terrain while you wear this armor.
B.Poison Sac
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to poison
damage until the end of your next turn. Once you
use this property, you cannot use it again until you
finish a long rest.
Basarios Wing
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects,
you do so with a +2 bonus.
Basarios Carapace
Guts. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead.
Once you use this property, you can’t use it again for
2 days.
WEAPON MATERIAL EFFECTS
Basarios Shell
Stamina Drain. When you hit a creature with this
weapon, its speed is reduced by 5 feet until the start
of your next turn.
B.Poison Sac
When you cast a spell that deals poison damage, add
1/2 of your proficiency bonus to that damage.
Basarios Wing
This weapon has 3 runes and regains all expended
runes daily at dawn. Once per turn, when you hit a
creature with this weapon, you may expend a rune to
gain +2 AC until the end of your next turn.
Basarios Carapace
Your bludgeoning weapon deals an extra 1d4
bludgeoning damage.
OTHER MATERIAL EFFECTS
B.Poison Sac
You can make a DC 14 Wisdom (Poisoner's Kit)
check using this material as its ingredient plus a vial.
On a success you create a vial of serpent venom
(DMG p. 258). On a fail, the material is destroyed.
Machalite Ore
Item found in (AGtMH p.69)
31
Challenge Rating 14
Carves/Capture 4
Carve
Chance
Capture
Chance Material Slots
1-6 1-4 Gravios Carapace (A,W)
7-8 5-8 Gravios Shell (A,W)
9 9-12 Inferno Sac (A,W)
10 13-14 G.Sleep Sac (A,W,O)
11 15-18 Gravios Scalp (A,W)
12-17 19 Gravios Wing (A,W)
18 — Gravios Medulla (A)
19 — Gravios Gem (A,W)
20 20 Firecell Stone (A,W)
ARMOR MATERIAL EFFECTS
Gravios Carapace
Fortitude. You have advantage on survival skill checks to
track, forage, or travel while you are attuned to this
armor.
Gravios Shell
While you are attuned to this armor, you can use an
action to speak its command word and summon a
campfire with blue flames. The fire burns for 24 hours,
until it is extinguished, or until you summon another fire
in this way.
Inferno Sac (Cleric, Druid, Ranger, Sorcerer, & Wizard)
While attuned to this weapon you can use an action to
cast the protection from energy (fire only) spell from it
three times per day, without expending a spell slot.
G.Sleep Sac
While you wear this armor, you can use an action to
release sleeping gas in a 10-foot radius around you.
Each creature in that area must make a DC 13
Constitution saving throw or they fall unconscious for 1
minute, until the sleeper takes damage, or until
someone uses an action to shake or slap the sleeper
awake. Once you use this property, you cannot use it
again until you finish a long rest.
Gravios Scalp (Cleric & Paladin only)
When you regain hit points from a spell while attuned to
this armor, increase the regained amount by half your
cleric or paladin level.
Gravios Wing
While you're wearing this armor, any critical hit against
you becomes a normal hit.
Gravios Medulla
You have resistance to fire damage while you wear this
armor.
Gravios Gem
You have a +1 bonus to your AC while you wear this
armor.
Firecell Stone
Shield+. While you are attuned to this armor and you
use a reaction that would increase your AC, you gain an
additional +2 bonus to your AC until the start of your
next turn.
WEAPON MATERIAL EFFECTS
Gravios Carapace
Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
Gravios Shell
(Barbarian only) After you make a weapon attack while
attacking recklessly with this weapon, you may make
another attack with the same weapon against a different
creature that is within 5 feet of the original target that is
within range of this weapon. You can use this property
once per turn.
Inferno Sac
Your weapon deals an extra 1d8 fire damage.
G.Sleep Sac
When you cast the sleep spell while holding this
weapon, you double the amount of dice rolled.
Gravios Scalp (Paladin only)
Whenever you restore a creature's hit points with your
Lay on Hands feature, it gains temporary hit points equal
to the amount healed until the start of your next turn.
Gravios Wing
When you hit a Huge or smaller creature with this
weapon, it must succeed on a DC 15 Strength check or
be pushed back 5 feet.
Gravios Gem (Bowgun only)
Load Up+. While attuned to this weapon, you increase
the maximum capacity for all of your ammo by 2.
Firecell Stone
While you are attuned to this weapon, you can use an
action to gain the same benefits as a potion of fire
giants strength for 10 minutes. Once you use this
property, you cannot use it again for 1 week.
OTHER MATERIAL EFFECTS
G.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
32
Challenge Rating 7
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-2 Seregios Slavescale (A,W)
7-10 3-8 Seregios Airblade (A,W)
11-12 9-12 Seregios Carver (A,W)
13-17 13-14 Seregios Impaler (A,W)
18-19 15-19 Seregios Scraper (A,W)
20 20 Seregios Dissenter (W)
ARMOR MATERIAL EFFECTS
Seregios Slavescale
While you are attuned to this armor, you can conjure a
magical comb as an action. Running this comb through
your hair allows you to change the length, color,
curliness, and style of your hair. After running the comb
through your hair, your hair is also cleaned and has a
pleasant fragrance.
Seregios Airblade
While you are attuned to this armor, you can cast the
blade ward spell from it as a bonus action. Once you use
this property, you can't use it again until you finish a
long rest.
Seregios Carver (Requires a shield)
While attuned to this armor, the front of your shield is
shaped in the likeness of a face. While bearing the
shield, you can use a bonus action to alter the face's
expression.
Seregios Impaler
While you wear this armor, any creature that hits you
with a melee weapon, an unarmed strike, or a natural
melee weapon takes 1d4 piercing damage.
Seregios Scraper
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
WEAPON MATERIAL EFFECTS
Seregios Slavescale
As an action, you can try to cast a cantrip that you don't
know from the warlock spell list. When you do, you
must succeed on a DC 10 Intelligence (Arcana) check.
On a successful check, you cast the cantrip. Once you
use this property, you can't use this property again until
you finish a long rest.
Seregios Airblade
While attuned to this weapon, you can conjure a finely
crafted halfling dagger, this dagger can whittle one small
object once per day without the use of it’s master.
Seregios Carver
While attuned to this weapon, you can use an action to
conjure a coin from thin air, this bronze coin always
lands on tails.
Seregios Impaler
When you hit a creature with this weapon, it must
succeed on a DC 12 Constitution saving throw or lose
1d4 hit points at the start of each of its turns due to an
open wound. Any creature can take an action to stanch
the wound with a successful DC 12 Wisdom (Medicine)
check. The wound also closes if the target receives
magical healing.
Seregios Scraper
Your weapon deals an extra 1d4 slashing damage.
Seregios Dissenter
Critical Draw. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 17
or higher.
33
Challenge Rating 7
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-5 Paolumu Scale (A,W)
6-8 6-8 Paolumu Shell (A,W)
9-11 9-12 Nourishing Extract (O)
12-15 13-16 Paolumu Pelt (A,W)
16-19 17-19 Paolumu Webbing (A,W)
20 20 Lumu Gem (A,W)
ARMOR MATERIAL EFFECTS
Paolumu Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Paolumu Shell
You have a +2 bonus to Acrobatic checks while you
wear this armor.
Paolumu Pelt
Stamina Surge+1. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 2 levels of exhaustion when the spell ends.
Paolumu Webbing
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while
you wear this armor.
Lumu Gem
While you are attuned to this armor, you can cast the
enlarge spell from it. Once you use this property, you
can't use it again until you finish a long rest.
WEAPON MATERIAL EFFECTS
Paolumu Scale
You gain a +1 bonus to Dexterity saving throws while
attuned to this weapon.
Paolumu Shell
While you are attuned to this weapon, you can use an
action to speak its command word and exhale a blast of
strong wind in a 45-foot line that is 5 feet wide. Each
creature in that line must succeed on a DC 14 Dexterity
saving throw, taking 3d6 thunder damage and be
knocked prone on a failed save or half as much on a
successful one and is not knocked prone.
Once used, this property cannot be used again until you
finish a long rest.
Paolumu Pelt
While flying, you can take the dodge action as a bonus
action while you hold this weapon.
Paolumu Webbing
Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a
Bigger Creature (DMG p.271) while you are attuned to
this weapon.
Lumu Gem (Gunlance only)
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add
your Strength modifier to the damage of your shell
attacks.
OTHER MATERIAL EFFECTS
Nourishing Extract
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.
34
Challenge Rating 12
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-4 Nightshade Paolumu Thickfur (A,W)
6-11 5-8 Nightshade Paolumu Shard (A,W)
— 9-12 Torpor Sac (A,W)
12-15 13-16 Paolumu Cortex (A,W)
16-19 17-19 Nightshade Paolumu Fellwing (A,W)
20 20 Nightshade Gem (A,W)
ARMOR MATERIAL EFFECTS
Nightshade Paolumu Thickfur
While in dim light or darkness, you can take the hide
action as a bonus action.
Nightshade Paolumu Shard
You have a +3 bonus to Acrobatic checks while you
wear this armor.
Torpor Sac
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you
do so with advantage.
Paolumu Cortex
You have resistance to thunder damage while you wear
this armor.
Nightshade Paolumu Fellwing
Wide-Range. When you use herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 10-foot radius of you gain its
effect.
Nightshade Gem
While you are attuned to this armor, you can cast the
enlarge spell from it. You can use this property twice,
regaining all expended uses when you finish a long rest.
WEAPON MATERIAL EFFECTS
Nightshade Paolumu Thickfur
You can read books you are touching while sleeping.
Nightshade Paolumu Shard
Your weapon deals an extra 1d6 bludgeoning damage.
Torpor Sac (Spellcaster only)
You know the sleep spell while you wear this armor. If
you prepare spells, you always have it prepared, and it
doesn't count against the number of spells you can
prepare each day. If this spell is not on your class list,
the spell is nonetheless a class spell for you.
Paolumu Cortex
This weapon warns you of danger. While the weapon is
on your person, it magically awakens you and your
companions within a 30-foot range if any of you are
sleeping naturally when combat begins.
Nightshade Paolumu Fellwing
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Nightshade Gem
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
35
Challenge Rating 9
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-3 Astalos Scale (A,W)
6-8 4-7 Astalos Shell (A,W)
9-10 8-12 Astalos Membrane (A,W)
11-14 13-15 Astalos Scissortail (A,W)
15-17 16-17 Astalos Wingtalon (A,W)
18-19 18-19 Electroscale (A,W)
20 20 Astalos Plate (A,W)
ARMOR MATERIAL EFFECTS
Astalos Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to necrotic
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Astalos Shell
You have a +3 bonus to Acrobatic checks while you
wear this armor.
Astalos Membrane
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet.
Astalos Scissortail
While you are attuned to this armor, lightning arcs
across it, creating bright light in a 10-foot radius and
dim light for an additional 5 feet.
Astalos Wingtalon
Stam Recov. When you take a long rest, you reduce your
exhaustion by 2 levels instead of 1.
Electroscale
You have resistance to lightning damage, while you wear
this armor.
Astalos Plate
You have advantage on saving throws against being
stunned while you wear this armor.
WEAPON MATERIAL EFFECTS
Astalos Scale
While holding this weapon, you can use an action to
shoot a harmless spark of lightning into the air. In the
open, this flare is visible for up to 1 mile.
Astalos Shell
When you raise your weapon to the sky, you can speak
its command word to call down a bolt of lightning
directly behind you. You have advantage on intimidation
checks for 1 minute against any creature who witnessed
it.
Astalos Membrane
When you cast a spell that deals lightning or thunder
damage, you gain a +1 bonus to its spell attack roll.
Astalos Scissortail (Cleric & Paladin only)
While you are attuned to this weapon, whenever you use
a spell of 1st-level or higher to restore hit points to a
creature, the creature regains additional hit points equal
to the spell’s level.
Astalos Wingtalon (Druids only)
While attuned to this weapon, you can use an action to
cast the Call Lightning spell from it once a day, without
expending a spell slot.
Electroscale
Your weapon deals an extra 1d6 lightning damage.
Astalos Plate
Chain Crit. Every consecutive hit on a creature increases
your crit range by 1 until you score a critical hit, miss an
attack, or hit a different creature.
36
Challenge Rating 8
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-4 Rathian Scale (A,W)
5 5-7 Flame Sac (A,W)
6-8 8-13 Rathian Carapace (A)
9 14-15 Rathian Webbing (A)
10 — Rathian Spike (A,W)
11 16-17 Rathian Tail (A,W,O)
12-18 18 Rath Wingtalon (A,W)
19 19 Rathian Plate (A,W)
20 20 Rathian Ruby (A,W)
ARMOR MATERIAL EFFECTS
Rathian Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to poison
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Flame Sac
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 15 feet of you. The target must
make a DC 15 Dexterity saving throw, taking 3d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Rathian Carapace
You have advantage on checks when attempting to
identify poisons while attuned to this armor.
Rathian Webbing
You have advantage on saving throws against the
poisoned condition while you wear this armor.
Rathian Spike
When you cast a spell that deals acid or poison damage,
you gain a +1 bonus to its spell attack roll.
Rathian Tail
While you wear this armor, you gain 2 additional hit
points whenever you regain hit points by magical or
non-magical means, except when spending hit dice.
Rath Wingtalon
Stamina Surge+1. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 2 levels of exhaustion when the spell ends.
Rathian Plate
You are immune to the poisoned condition while you
wear this armor.
Rathian Ruby
You have resistance to poison damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Rathian Scale
If you coat this weapon with poison, the poison’s save
DC is increased by 2.
Flame Sac
When you cast a spell that deals fire damage, it deals an
extra 1d4 fire damage.
Rathian Spike
While holding this weapon, you can use an action to
cause thick, black poison to coat it. The poison remains
for 1 minute or until an attack using this weapon hits a
creature. That creature must succeed on a DC 15
Constitution saving throw or take 2d10 poison damage
and become poisoned for 1 minute. This weapon can't
be used this way again until the next dawn.
Rathian Tail
Your weapon deals an extra 1d4 poison damage.
Rath Wingtalon
When you attune to this weapon, a ring manifests on
one of your fingers. While you wear it, you can use an
action to fire a slender wooden dart from the ring at a
target within 20 feet of you. Make a ranged weapon
attack; you have proficiency in the ring. On a hit, the
target takes 1 point of piercing damage, and must
succeed on a DC 13 Constitution save or be poisoned
for 24 hours. It can repeat the save every 4 hours; if it
succeeds three times, the effect ends, but if it fails three
times, it dies.
Rathian Plate
When you cast a spell that deals poison damage, you
increase its spell save DC by 1.
Rathian Ruby
While holding this weapon, you gain a +1 bonus to spell
attack rolls and you ignore half cover when making a
spell attack.
OTHER MATERIAL EFFECTS
Rathian Tail
Rare armor or weapon upgrade material.
37
Challenge Rating 10
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-4 Rathalos Scale (A)
5-6 — R.Inferno Sac (A,W)
7-10 5-10 Rathalos Carapace (A)
— 11-13 Rathalos Webbing (A)
11 14-15 Rathalos Marrow (A,W)
12-16 16-17 Rathalos Tail (W,O)
17-18 — Rathalos Wing (A)
19 18-19 Rathalos Plate (A,W)
20 20 Rathalos Ruby (A,W)
ARMOR MATERIAL EFFECTS
Rathalos Scale
Detect+. You gain a +2 bonus to your passive
Perception while you wear this armor.
R.Inferno Sac
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 30 feet of you. The target must
make a DC 16 Dexterity saving throw, taking 4d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Rathalos Carapace
You have a +1 bonus to your AC while you wear this
armor.
Rathalos Webbing
When you must succeed on a saving throw or be
knocked prone, you do so with advantage.
Rathalos Marrow
You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Rathalos Wing
While you are attuned to this armor you can cast the fly
spell. Once you use this property, you can't use it again
until the next dawn.
Rathalos Plate
You have resistance to fire damage while you wear this
armor.
Rathalos Ruby
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
R. Inferno Sac
Your weapon deals an extra 1d6 fire damage.
Rathalos Marrow
You can use a bonus action to speak this weapon's
command word, causing flames to erupt from the
weapon. These flames shed bright light in a 40-foot
radius and dim light for an additional 40 feet.
Rathalos Tail
When you hit a creature with this weapon, they must
make a DC 12 Wisdom saving throw or become
frightened of you for 1 minute. They may repeat the
save at the end of each of their turns, ending the effect
on a success. On a successful save, the target is
immune to this effect for 24 hours.
Rathalos Plate
Critical Eye. Your weapon attacks critical hit range is
increased by 1
Rathalos Ruby
Your weapon deals an extra 1d8 fire damage.
OTHER MATERIAL EFFECTS
Rathalos Tail
Very rare armor or weapon upgrade material.
38
Challenge Rating 10
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-9 1-6 Flabby Hide (A,W)
10-16 7-14 Pale Extract (A,W,O)
17-19 15-18 Electro Sac (A,W)
20 19-20 Pale Bone (A,W)
ARMOR MATERIAL EFFECTS
Flabby Hide
While you wear this armor, you gain 2 additional hit
points whenever you regain hit points by magical or
non-magical means, except when spending hit dice.
Pale Extract
Recovery Level. Whenever you suffer an effect that deals
damage to you at the start of your turn your armor
flashes white and ends the effect. This could include
such effects as a bleeding wound, acid or poison that
continues to damage you over time, being set on fire,
etc. They have no effect on environmental effects,
damage that you take from being in a given location or
spell's area of effect or similar damage sources.
Electro Sac
While wearing this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than
your remaining movement would allow.
Pale Bone
You have resistance to thunder damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Flabby Hide
As an action you shroud your body in electricity for 1
minute. Any creature that ends its turn within 5 feet of
you takes 1d4 lightning damage. Once you use this
property you can't use it again until you finish a short or
long rest.
Pale Extract
While you are holding this weapon, you can use an
action to release a jolt of electricity in a 5-foot radius
around you. Each creature in that area must succeed on
a DC 13 Constitution saving throw or be incapacitated
and has its movement speed is reduced to 0 until the
end of its next turn. You can use this property a number
of times equal to 1/2 your Constitution modifier
(minimum of 1), regaining all expended uses when you
finish a long rest.
Electro Sac
Your weapon deals an extra 1d6 lightning damage.
Pale Bone
While you are attuned to this weapon you can use an
action to create a thunderous sound in a 20-foot cone
in front of you. Each creature in that area must succeed
on a DC 15 Constitution saving throw, or be stunned
until the end of their next turn. On a successful save,
the creature is deafened until the end of their next turn.
Once you use this property, you cannot use it again until
you finish a long rest.
OTHER MATERIAL EFFECTS
Pale Extract
A material used for crafting Mega Demondrug & Mega
Armorskin.
39
Challenge Rating 11
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-7 1-4 Nargacuga Scale (A,W)
8-11 5-11 Nargacuga Pelt (A)
12-13 12-15 Nargacuga Fang (W)
14-15 — Nargacuga Razor (A,W)
16 16-17 Narga Medulla (A,W)
17-19 18-20 Nargacuga Tail (A,W)
20 — Nargacuga Tailspike (A,W)
ARMOR MATERIAL EFFECTS
Nargacuga Scale
While in dim light or darkness, you can take the hide
action as a bonus action.
Nargacuga Pelt
While you wear this armor, your eye's glow red at night,
much like the nargacuga's. You gain darkvision out to
60 feet. if you already have darkvision, it is increased by
an additional 60 feet.
Nargacuga Razor
While you wear this armor, being in a lightly obscured
area doesn’t impose disadvantage on your Wisdom
(Perception) checks if you can both see and hear.
Narga Medulla
You have advantage on Dexterity (Stealth) checks while
you wear this armor.
Nargacuga Tail
While you wear this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than
your remaining movement would allow.
Nargacuga Tailspike
Evade Window. This armor has 3 runes, and it regains
1d3 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
WEAPON MATERIAL EFFECTS
Nargacuga Scale
Your weapon deals an extra 1d6 slashing damage.
Nargacuga Fang
While you are attuned to this armor, your ammo pouch
can hold double the amount of pierce ammo and cluster
ammo it can normally hold.
Nargacuga Razor
Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
Narga Medulla
Quick Load. You can reload as a free action while you
are attuned to this weapon.
Nargacuga Tail
Status Pursuit. You have advantage on opportunity
attacks and creatures within your reach provoke
opportunity attacks even if they took the Disengage
action, if the creature is afflicted with a Condition.
Nargacuga Tailspike
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
40
Challenge Rating 19
Carves/Captures 3
Carve
Chance
Capture
Chance Carve Name Slots
1-7 1-4 Silverwind Scale (A,W)
8-11 5-11 Silverwind Blackfur (A)
12-13 12-15 Silverwind Fang (W)
14-15 — Silverwind Razor (A,W)
16 16-17 Silverwind Medulla (A,W)
17-19 18-20 Silverwind Tail (A,W)
20 — Silverwind Tailspike (A,W)
ARMOR MATERIAL EFFECTS
Silverwind Scale
While you are wearing this armor you have darkvision
out to 60 feet. If you already have darkvision, its range
extends by an additional 60 feet.
Silverwind Blackfur
While you are attuned to this armor, you have
proficiency in stealth, if you are already proficient then
you gain expertise in stealth. While in dim light or
Darkness, you can take the Hide action as a Bonus
Action.
Silverwind Razor
Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Silverwind Medulla
While you are attuned to this armor, Wisdom
(Perception) checks made to see you have disadvantage
and you have advantage on Dexterity (Stealth) checks
made to hide.
Silverwind Tail
While wearing this armor you are shrouded in shadows
causing any creature to have disadvantage on attack
rolls against you. If you take damage, the property
ceases to function until the start of your next turn. This
property is suppressed while you are incapacitated,
restrained, or otherwise unable to move.
Silverwind Tailspike
Silverwind X. While wearing this armor, you have
advantage on Dexterity saving throws and Dexterity
(Stealth) checks made to hide.
WEAPON MATERIAL EFFECTS
Silverwind Scale
Your weapon deals an extra 1d6 slashing damage.
Silverwind Fang (spellcaster only)
While you are attuned to this weapon, you can use an
action to cast the melf's minute meteors spell at 4th
level, but the meteors take the form or nargacuga spikes
and deal piercing damage instead of fire. Once you use
this property, you can't use it again until you finish a
long rest.
Silverwind Razor
Your weapon deals an extra 1d8 slashing damage.
Silverwind Medulla
While you hold your weapon, you gain +2 bonus to spell
attack rolls and you ignore half cover when making a
spell attack.
Silverwind Tail
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Silverwind Tailspike
Critical Boost. You roll one additional weapon damage
die when determining the extra damage for a critical hit
with a weapon attack.
Challenge Rating 12
Carves/Capture 4
Carve
Chance
Capture
Chance Material Slots
1-8 1-7 Monoblos Carapace (A,W)
9-11 8-11 Monoblos Thoracic (A,W)
12-16 12-17 Scarlet Finehorn (A,W)
17-18 18-19 Blos Medulla (A,W)
19 — Blos Gem (A,W)
20 20 Monoblos Heart (A,W)
ARMOR MATERIAL EFFECTS
Monoblos Carapace
Botanist+. When you successfully gather a plant
resource, you gather an extra 1d4 more.
Monoblos Thoracic
You have resistance to cold damage while you wear this
armor.
Scarlet Finehorn
While you're wearing this armor, any critical hit against
you becomes a normal hit.
Blos Medulla
Alert. You can’t be surprised while you are conscious.
Blos Gem
You have a +1 bonus to your AC while you wear this
armor.
Monoblos Heart
Adrenaline. The first time you drop below half of your
hit points maximum in combat. You gain a rush of
Adrenaline. On your next turn your movement speed
doubles and you can take one extra action.
WEAPON MATERIAL EFFECTS
Monoblos Carapace
While you are attuned to this weapon, you can perform
the somatic components of spells even when you have
weapons or a shield in one or both hands.
Monoblos Thoracic
Whenever you have advantage on a melee attack roll
with this weapon and hit, you can knock the target
prone if the lower of the two d20 rolls would also hit
the target.
Scarlet Finehorn
Your weapon deals an extra 1d6 piercing damage.
Blos Medulla
Charger. When you use your action to Dash, you can use
a bonus action to shove a creature.
Blos Gem (Bowgun only)
Load Up+. While attuned to this weapon, you increase
the maximum capacity for all of your ammo by 2.
Monoblos Heart
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
42
Challenge Rating 18
Carves/Capture 4
Carve
Chance
Capture
Chance Material Slots
1-6 1-3 Diablos Carapace (A,W)
7-9 4-5 Diablos Fang (x3 if capture) (A,W)
10 6-11 Diablos Shell (A,W)
11 12-13 Diablos Ridge (A,W)
12-15 14-16 Diablos Tailcase (A,W)
16 17-18 Diablos Marrow (A,W)
— 19 Blos Medulla (A,W)
17-18 — Twisted Horn (A,W)
19 — Majestic Horn (A,W)
20 20 Diablos Stone (O)
ARMOR MATERIAL EFFECTS
Diablos Carapace
Tremor-Proof. You cannot be knocked prone while you
wear this armor.
Diablos Fang
While you wear this armor, if an effect moves you
against your will along the ground, you can use your
reaction to reduce the distance you are moved by up to
10 feet.
Diablos Shell
You gain a burrowing speed of 20 feet while you wear
this armor.
Diablos Ridge
Wind Resistance. You have resistance to thunder
damage and you suffer no ill effects from strong winds
(DMG p.110) while you wear this armor.
Diablos Tailcase (Shield required)
While holding a shield, you have resistance to damage
from ranged weapon attacks. Whenever a ranged
weapon attack is made against a target within 10 feet of
you, you become the target instead.
Diablos Marrow
You have immunity to fire damage, but you are
vulnerable to cold damage while you wear this armor.
Blos Medulla
Alert. You can’t be surprised while you are conscious.
Twisted Horn
You gain resistance to slashing & piercing damage from
nonmagical attacks while you wear this armor.
Majestic Horn
Heroics. While below 25% of your maximum hit points
your weapon attacks deal 1d4 extra damage and you
have resistance to all damage except psychic damage.
WEAPON MATERIAL EFFECTS
Diablos Carapace
KO. When a creature must succeed on a saving throw or
become stunned by the effect of one of your weapon
attacks, they make the save with disadvantage.
Diablos Fang
Your weapon deals an extra 1d8 piercing damage.
Diablos Shell
While attuned to this weapon, you can use an action to
say its command and let out a violent roar. Each creature
in a 15-foot radius around you must make a DC 17
Constitution saving throw. On a fail the creature takes
5d6 thunder damage and is deafened for 1 minute. On a
successful save, the creature takes half damage and is
not deafened. Once you use this property, you can't use
it again until you finish a long rest.
Diablos Ridge
Earplugs. While you are attuned to this weapon, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Diablos Tailcase
Quick Load. You can reload as a free action while you
are attuned to this weapon.
Diablos Marrow
Stamina Thief. Once per turn when you hit a creature
with this weapon, it must make a DC 10 Constitution
saving throw or gain one level of exhaustion. A creature
cannot gain more than 2 levels of exhaustion from this
weapon's property.
Blos Medulla
Charger. When you use your action to Dash, you can use
a bonus action to shove a creature.
Twisted Horn
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Majestic Horn
Your weapon deals an extra 1d10 piercing damage.
OTHER MATERIAL EFFECTS
Diablos Stone
Legendary armor or weapon upgrade material.
43
Challenge Rating 13
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-5 Legiana Hide (A,W)
5-8 6-9 Legiana Scale (A,W)
9-12 10-12 Legiana Claw (W)
13-15 13-14 Legiana Wing (A,W)
16-18 15-17 Frost Sac (A,W)
19 18-19 Legiana Plate (A,W)
20 20 Legiana Gem (A)
ARMOR MATERIAL EFFECTS
Legiana Hide
Airborne. While wearing this armor, you can cast the
jump spell from it as a bonus action at will, but can
target only yourself when you do so.
Legiana Scale (Druid, Sorcerer, Warlock, & Wizard only)
While attuned to this weapon you can cast the wall of
ice spell three times per day, without expending a spell
slot.
Legiana Wing
Wind Resist. You and your equipment suffer no ill
effects from Strong Winds (DMG p.110) while you wear
this armor.
Frost Sac
You have resistance to cold damage while you wear this
armor.
Legiana Plate
Evade Window. This armor has 3 runes, and it regains
1d3 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
Legiana Gem
Good Luck. While you are attuned to this armor, you
have one luck point that you regain daily at dawn. You
may use this point as if you had the Lucky feat.
WEAPON MATERIAL EFFECTS
Legiana Hide
This weapon has a reservoir of ice magic that can freeze
the ground for up to 1 minute. While holding this
weapon, you can use an action to plant this weapon in
the ground and release the ice magic within. While
planted and undepleted, the ground in a 10-foot radius
of this weapon becomes difficult terrain. This weapon
recharges 3d6 seconds of energy to the weapon's
reservoir daily at dawn.
Legiana Scale
While holding this weapon, you can use an action to
cause thick, opaque poison to coat the blade of a melee
weapon that deals slashing or piercing damage. The
poison remains for 1 minute or until an attack using this
weapon hits a creature. That creature must succeed on a
DC 15 Constitution saving throw or take 2d10 cold
damage and become poisoned with iceblight for 1
minute. This effect can't be used this way again until the
next dawn.
Legiana Claw
Your weapon deals an extra 1d6 cold damage.
Legiana Wing
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Frost Sac
You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
cold damage, such as the ice knife or snilloc's snowball
swarm spell.
Legiana Plate
Your weapon deals an extra 1d8 cold damage.
44
Challenge Rating 17
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-5 Rime Hide (A,W)
5-8 6-9 Legiana Shard (A,W)
9-12 10-12 Obsidian Icetalon (W)
13-15 13-14 Stark Wing (A,W)
16-18 15-17 L.Cryo Sac (A,W)
19 18-19 Legiana Tail Webbing (A,W)
20 20 S.Legiana Gem (A,W)
ARMOR MATERIAL EFFECTS
Rime Hide
Free Meal. While attuned to this armor, you no longer
need to eat or drink.
Legiana Shard
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Stark Wing
While flying you can take the dodge action as a bonus
action. You can use this property a number of times
equal to your constitution modifier, regaining all
expended uses when you finish a long rest.
L.Cryo Sac
You have immunity to cold damage while you wear this
armor.
Legiana Tail Webbing
Evade Extender (M). You gain a +2 bonus to Dexterity
saving throws while you wear this armor.
S.Legiana Gem
Good Luck. While you are attuned to this armor, you
have one luck point that you regain daily at dawn. You
may use this point as if you had the Lucky feat.
WEAPON MATERIAL EFFECTS
Rime Hide
FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
spirit, or phial charge.
Legiana Shard (Bow Only)
Your dragonpiercer can be used one extra time per long
rest and deals an extra 2d6 piercing damage.
Obsidian Icetalon
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Stark Wing
Your weapon deals an extra 2d4 cold damage.
L.Cryo Sac
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals
cold damage, such as the ice knife or snilloc's snowball
swarm spell.
Legiana Tail Webbing
Your weapon deals an extra 1d8 cold damage.
S.Legiana Gem
While attuned to this weapon, you can use an action to
speak its command word causing ice to coat the
weapon for 1 minute or up to 10 pieces of ammunition.
A creature hit by the coated weapon or ammunition
takes 1d6 extra damage and has its movement speed
reduced by 10 feet until the end of its next turn. Once
used, this property can't be used again until you finish a
long rest.
45
Challenge Rating 15
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 — Barioth Cortex (A,W)
5-6 1-6 Barioth Fur (A,W)
7-10 7-9 Barioth Talon (A,W)
11-13 10-13 Cryo Sac (A,W)
14 14-17 Barioth Spike (A,W)
15-19 — Barioth Tail (A,W)
20 18-20 Amber Tusks (A,W)
ARMOR MATERIAL EFFECTS
Barioth Cortex
While you wear this armor, you ignore difficult terrain
created by ice or snow and you can tolerate
temperatures as low as -50 degrees Fahrenheit without
any additional protection. If you wear heavy clothes, you
can tolerate temperatures as low as -100 degrees
Fahrenheit.
Barioth Fur
Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Barioth Talon
If you are not wearing light, medium, or heavy armor and
using no shield you gain a +2 bonus to AC.
Cryo Sac
You have resistance to cold damage while you wear this
armor.
Barioth Spike
Increase your Dexterity score by 1, to a maximum of 20
while you wear this armor..
Barioth Tail
You have immunity to cold damage while you wear this
armor.
Amber Tusks
When you are attuned to this armor, you can speak the
armor's command word to conjure a mask made from
the scales and tusks of a barioth. While wearing the
mask you have advantage on Charisma (Intimidation)
checks. Additionally, this mask has 3 runes. You can use
an action to expend 1 rune to give the mask a horrifying
visage. Each creature within 30 feet of you that can see
the mask must succeed on a DC 17 Wisdom saving
throw or become frightened of you for 1 minute. If you
wish, all creatures in the area that aren't hostile toward
you automatically succeed on the saving throw. A
creature that fails the saving throw can repeat it at the
end of each of its turns, ending the effect on itself on a
success. A creature that succeeds on its saving throw is
immune to the effect of this mask for 24 hours. This
mask regains 1d3 expended runes daily at dawn.
WEAPON MATERIAL EFFECTS
Barioth Cortex
In freezing temperatures, this weapon sheds bright light
in a 10-foot radius and dim light for an additional 10
feet. When you draw this weapon, you can extinguish all
nonmagical flames within 30 feet of you. This property
can be used no more than once per hour.
Barioth Fur
While you are attuned to this weapon and you cast a
spell that is a water or ice themed, it is cast as if it was
one spell level higher. A spell cannot be increased
beyond level 6 with this effect.
Barioth Talon
Your Strength score is 19 while attuned to this weapon.
It has no effect on you if your Strength is already 19 or
higher.
Cryo Sac
Your weapon deals an extra 1d6 cold damage.
Barioth Spike
When you hit a creature with this weapon it must make
a DC 14 Constitution saving throw or become poisoned
with Iceblight until the end of its next turn.
Barioth Tail
This weapon has 3 runes, and it regains 1d3 expended
runes daily at dawn. While attuned to this weapon, you
can use an action to expend 1 to 3 of its runes to attack
one creature you can see within 60 feet of you. The ring
produces a spectral ram's head and makes its attack roll
with a +7 bonus. On a hit, for each rune you spend, the
target takes 2d10 force damage and is pushed 5 feet
away from you.
Alternatively, you can expend 1 to 3 of the weapon's
runes as an action to try to break an object you can see
within 60 feet of you that isn't being worn or carried.
You make a Strength check with a +5 bonus for each
rune you spend.
Amber Tusks
Your weapon deals an extra 1d8 cold damage.
Curse. All of the tigrex material's are cursed.
Becoming attuned to the armor or weapon the
material is inserted into extends the curse to you.
As long as you remain cursed, you are under the
following effect:
You are unwilling to part with the weapon or
armor, keeping it within reach at all times.
You have disadvantage on attack rolls with
weapons other than this one, unless no foe is
within 60 feet of you that you can see or hear.
Whenever a hostile creature damages, you must
succeed on a DC 15 Wisdom saving throw or go
berserk. The DC increases by 1 for each
additional tigrex material inserted into your
armor or weapon. While berserk, you must use
your action each round to attack the creature
nearest to you with your weapon. If you can
make extra attacks as part of the Attack action,
you use those extra attacks, moving to attack
the next nearest creature after you fell your
current target. If you have multiple possible
targets, you attack one at random. You are
berserk until you start your turn with no
creatures within 60 feet of you that you can see
or hear.
46
Challenge Rating 16
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-4 Tigrex Scale (A,W)
6-10 5 Tigrex Claw (A,W)
11-13 6-12 Tigrex Carapace (A,W)
14-15 13-17 Tigrex Tail (A,W)
16-19 18-19 Tigrex Fang (A,W)
20 20 Tigrex Scalp (A,W)
ARMOR MATERIAL EFFECTS
Tigrex Scale
You have advantage on survival checks when tracking a
creature while you wear this armor.
Tigrex Claw
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a
bonus action; so long as you are the one consuming it.
Tigrex Carapace
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Tigrex Tail
You have resistance to cold damage while you wear this
armor.
Tigrex Fang
Tranquilizing Guru. While you wear this armor, you are
able to detect when a monster is weakened enough to
be captured.
Tigrex Scalp
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Tigrex Scale
Your weapon deals an extra 1d8 slashing damage.
Tigrex Claw
You have advantage on death saving throws while you
are attuned to this weapon.
Tigrex Carapace
Earplugs. While you are attuned to this weapon, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Tigrex Tail
Strong Attack. When you hit a creature with this weapon
you can use your bonus action to push the creature
back 10 feet.
Tigrex Fang
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.
Tigrex Scalp
Your weapon deals an extra 1d10 slashing damage.
Curse. All of the tigrex material's are cursed. Becoming attuned to the armor or weapon the material is inserted into
extends the curse to you. As long as you remain cursed, you are under the following effect:
You are unwilling to part with the weapon or armor, keeping it within reach at all times.
You have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that
you can see or hear.
Whenever a hostile creature damages, you must succeed on a DC 15 Wisdom saving throw or go berserk. The DC
increases by 1 for each additional tigrex material inserted into your armor or weapon. While berserk, you must use
your action each round to attack the creature nearest to you with your weapon. If you can make extra attacks as
part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your
current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your
turn with no creatures within 60 feet of you that you can see or hear.
47
Challenge Rating 20
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-4 Brute Tigrex Shard (A,W)
6-10 5 Brute Tigrex Hardclaw (A,W)
11-13 6-12 Brute Tigrex Cortex (A,W)
14-15 13-17 Brute Tigrex Lash (A,W)
16-19 18-19 Brute Tigrex Hardfang (A,W)
20 20 Tigrex Mantle (A,W)
ARMOR MATERIAL EFFECTS
Brute Tigrex Shard
You have advantage on survival and athletics checks
when tracking a creature while you wear this armor.
Brute Tigrex Hardclaw
Free meal & Speed Eating. While you are attuned to this
armor, you no longer need to eat or drink. Additionally,
you can use any consumable, such as a potion or food,
as a bonus action; so long as you are the one consuming
it.
Brute Tigrex Cortex
Recovery Up. Whenever you regain hit points from any
potion or plant, the first die is maximized.
Brute Tigrex Lash
You have resistance to cold damage while you wear this
armor.
Brute Tigrex Hardfang
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you
have.
Tigrex Mantle
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Brute Tigrex Shard
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Brute Tigrex Hardclaw
Strong Attack. When you hit a creature with this weapon
you can use your bonus action to push the creature
back 10 feet.
Brute Tigrex Cortex
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Brute Tigrex Lash
While attuned to this weapon, your movement speed is
doubled whenever you use your movement to close the
distance between you and the last creature you hit.
Brute Tigrex Hardfang
Critical Status (prone). When you critically hit with this
weapon, the target must succeed on a DC 15 Strength
saving throw or be knocked prone. A Huge or larger
creature makes their save with advantage.
Tigrex Mantle
Your weapon deals an extra 2d6 slashing damage.
48
Challenge Rating 17
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-4 Bazelgeuse Scale (A,W)
6-9 5-9 Bazelgeuse Carapace (A,W)
10-13 10-12 Bazelgeuse Fuse (A,W)
14-16 13-16 Bazelgeuse Talon (A,W)
17-19 17-18 Bazelgeuse Wing (A,W)
— 19-20 Bazelgeuse Tail (A,W)
20 — Bazelgeuse Gem (A,W)
ARMOR MATERIAL EFFECTS
Bazelgeuse Scale
Your armor has 10 explosive scales that regrown at
dawn. When a creature hits you with a melee attack, you
can use a reaction to cause one of these scales to
explode dealing 2d4 fire damage to the attacker.
Bazelgeuse Carapace
You have an emblem of a burning brazier on your armor.
You can use an action to speak the brazier's command
word and summon a fire elemental, as if you had cast
the conjure elemental spell. Once you use this property,
you can't use it again until you finish a long rest.
Bazelgeuse Fuse
Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Bazelgeuse Talon (Greatsword only)
While attuned to this armor, your Guard AC bonus now
lasts until the start of your next turn and you cannot be
knocked prone.
Bazelgeuse Wing
You have a flying speed of 30 feet while you wear this
armor.
Bazelgeuse Tail
Guts+. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a long rest.
Bazelgeuse Gem
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Bazelgeuse Scale (Melee Weapon only)
When you hit a creature with this weapon, they must
succeed on a DC 17 Constitution saving throw. On a
failed save, the creature becomes burned for 1 minute.
A burned creature takes 1d4 fire damage at the start of
their turn. A creature may use its action to put out the
flames early.
Bazelgeuse Carapace
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 30 feet of you. The target must
make a DC 17 Dexterity saving throw, taking 5d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Bazelgeuse Fuse (Sorcerer & Wizard only)
Bombardier. The weapon has 10 runes, you can use an
action to expend 1 or more of its runes to cast one of
the following spells from it, using your spell save DC:
scorching ray (2 runes), melf's minute meteors (3
runes), or wall of fire (4 runes). The weapon regains 1d6
+ 4 expended runes daily at dawn. If you expend the last
rune it cannot regain any runes for one week.
Bazelgeuse Talon
Your weapon deals an extra 1d8 fire damage.
Bazelgeuse Wing
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Bazelgeuse Tail
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals fire
damage.
Bazelgeuse Gem
While attuned to this weapon, your Strength score
changes to 25. If your Strength is already equal to or
greater than 25, the material has no effect on you.
49
Challenge Rating 21
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-4 Bazelgeuse Shard (A,W)
6-9 5-9 Flickering Silvershell (A,W)
10-13 10-12 Bazelgeuse Hardclaw (A,W)
14-16 13-16 Distilled Blast Fluid (A,W)
17-19 17-18 Scorching Silverwing (A,W)
— 19-20 Bazelgeuse Flail (A,W)
20 — Seething Gem (A,W)
ARMOR MATERIAL EFFECTS
Bazelgeuse Shard
Your armor has 10 explosive scales that regrown at
dawn. When a creature hits you with a melee attack, you
can use a reaction to cause one of these scales to
explode dealing 3d4 fire damage to the attacker.
Flickering Silvershell
Jump Master+. While wearing this armor, you can cast
the jump spell from it as a bonus action at will, but can
target only yourself when you do so.
Bazelgeuse Hardclaw
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Distilled Blast Fluid
You have immunity to fire damage while you wear this
armor.
Scorching Silverwing (Lance & Greatsword only)
Your Guard AC bonus now lasts until the start of your
next turn and you cannot be knocked prone.
Bazelgeuse Flail
You have an emblem of a burning brazier on your armor.
You can use an action to speak the armor's command
word and summon a fire elemental, as if you had cast
the conjure elemental spell. Once you use this property,
you can't use it again until you finish a long or short rest.
Seething Gem
Guts+2. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a short or long rest.
WEAPON MATERIAL EFFECTS
Bazelgeuse Shard (Melee Weapon only)
When you hit a creature with this weapon, they must
succeed on a DC 17 Constitution saving throw. On a
failed save, the creature becomes burned for 1 minute.
A burned creature takes 2d4 fire damage at the start of
their turn. A creature may use its action to put out the
flames early.
Flickering Silvershell
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Bazelgeuse Hardclaw
Your weapon deals an extra 1d10 fire damage.
Distilled Blast Fluid (Sorcerer & Wizard only)
Bombardier+. The weapon has 12 runes, you can use an
action to expend 1 or more of its runes to cast one of
the following Spells from it, using your spell save DC:
aganazzar’s scorcher (2 runes), heat metal (2 runes),
scorching ray (2 runes), melf's minute meteors (3
runes), wall of fire (4 runes), delayed blast fireball (7
runes). The weapon regains 1d8 + 4 expended runes
daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
Scorching Silverwing
When you make a weapon attack with this weapon, and
roll a 20 for the attack roll, the target and each creature
within 5 feet of it, excluding you, must make a DC 15
Dexterity saving throw taking 3d6 fire damage on a
failed save, or half as much on a successful one.
Bazelgeuse Flail
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals fire
damage.
Seething Gem
While attuned to this weapon, your Strength score
changes to 25. If your Strength is already equal to or
greater than 25, the material has no effect on you.
50
Challenge Rating 20
Carves 6
Carve Chance Material Slots
1-7 Ukanlos Carapace (A,W)
8-12 Ukanlos Underscale (A,W)
13-14 Ukanlos Digger (A,W)
15-16 Ukanlos Fin (A,W)
17-18 Ukanlos Tail (A,W)
19 Ukanlos Shoveljaw (A,W)
20 Ukanlos Gem (A,W)
ARMOR MATERIAL EFFECTS
Ukanlos Carapace
You can conjure a Decanter of Endless Water (DMG
161) at will while you are attuned to this armor, but if it
leaves your hands, it vanishes into thin air.
Ukanlos Underscale
Tremor-Proof. You cannot be knocked prone while you
wear this armor.
Ukanlos Digger
While you are attuned to this armor, you can cast the
move earth spell. Once you use this property, you
cannot use it again until you finish a long rest.
Ukanlos Fin
You have darkvision out to a range of 120 feet and you
have advantage on Wisdom (Perception) checks that
rely on sight while you wear this armor.
Ukanlos Tail
You can stand on and move across any liquid surface as
if it were solid ground while you wear this armor.
Ukanlos Shoveljaw
You have an emblem of water pouring out of a bowl on
your armor. You can use an action to speak the armor's
command word and summon a water elemental, as if
you had cast the conjure elemental spell. Once you use
this property, you cannot use it again until you finish a
long rest.
Ukanlos Gem
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Ukanlos Carapace
Quick Load. You can reload as a free action while you
are attuned to this weapon.
Ukanlos Underscale
Your cold spells ignore a creature's resistance to cold
damage while you are attuned to this weapon.
Ukanlos Digger (Bow only)
Whenever you apply a coating to your arrows, you can
coat up to 5 more.
Ukanlos Fin
While you are holding this weapon, you can use an
action to let out a cacophonous roar. Each creature in a
15-foot radius that considers you an enemy, must make
a DC 16 Wisdom saving throw. On a failed save, the
creature becomes frightened of you for 1 minute. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to this effect for 24 hours.
Ukanlos Tail
You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
cold damage, such as ice knife or snilloc's snowball
swarm spells
Ukanlos Shoveljaw (Sorcerer & Wizard only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
ice knife (1 rune), ice storm (4 runes), or wall of ice (4
runes). The weapon regains 1d6 + 4 expended runes
daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
Ukanlos Gem
While you are attuned to this weapon, your cold spells
deal full damage to a creature that has resistance to cold
damage and half damage to a creature that has
immunity to cold damage.
51
Challenge Rating 20
Carves 6
Carve Chance Material Slots
1-7 Akantor Scale (A,W)
8-12 Akantor Carapace (A,W)
13-14 Akantor Hardclaw (A,W)
15-16 A.Firecell Stone (A,W)
17 Akantor Tallfang (A,W)
18 Akantor Tail (A,W)
19 Akantor Spike (A,W)
20 Akantor Gem (A,W)
ARMOR MATERIAL EFFECTS
Akantor Scale
While you are wearing this armor, you can cast the
dimension door spell as an action. Once you use this
property, you can't use it again until the next dawn.
When you disappear, you leave behind a cloud of
smoke, and you appear in a similar cloud of smoke at
your destination. The smoke lightly obscures the space
you left and the space you appear in, and it dissipates at
the end of your next turn. A light or stronger wind
disperses the smoke.
Akantor Carapace
While you are attuned to this armor, you ignore the
effects of the first 2 levels of exhaustion unless your
exhaustion level is 3 or higher.
Akantor Hardclaw
You gain a +1 bonus to saving throws while you wear
this armor. You can use an action to enter the Elemental
Plane of fire along with everything you are wearing and
carrying. You remain there until you use an action to
return to the plane you were on. You reappear in the last
space you occupied, or if that space is occupied, the
nearest unoccupied space. Once you use this property,
you can't use it again until the next dawn.
A.Firecell Stone
Shield+. While you are attuned to this armor and you
use a reaction that would increase your AC, you gain an
additional +2 bonus to your AC until the start of your
next turn.
Akantor Tallfang
You have advantage on Charisma (Intimidation) checks
while you wear this armor.
Akantor Tail
You have resistance to cold damage while you wear this
armor.
Akantor Spike
You have advantage on saving throws against spells
while you wear this armor.
Akantor Gem
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Akantor Scale
While holding this weapon, you can use a bonus action
to speak this weapons command word, causing flames
to erupt from it. These flames shed bright light in a 40-
foot radius and dim light for an additional 40 feet.
Akantor Carapace
Your weapon deals an extra 1d8 fire damage .
Akantor Hardclaw (Melee Weapon only)
When you hit a creature with this weapon, it must make
a DC 17 Constitution saving throw. On a failed save the
creature becomes burned for 1 minute. A burned
creature takes 2d4 fire damage at the start of their turn.
A creature may use its action to put out the flames early.
A.Firecell Stone
While you are attuned to this weapon, you can use an
action to gain the same benefits as a potion of fire
giants strength for 1 hour. Once you use this property,
you cannot use it again for 3 days.
Akantor Tallfang
While you are holding this weapon, you can use an
action to let out a cacophonous roar. Each creature in a
15-foot radius that considers you an enemy, must make
a DC 16 Wisdom saving throw. On a failed save, the
creature becomes frightened of you for 1 minute. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to this effect for 24 hours.
Akantor Tail (Monk only)
Your unarmed strikes deal an extra 1d6 fire damage and
your weapon has 3 runes that recharge at dawn. When
you hit a creature with a melee weapon attack you can
expend a rune to generate an explosion on impact. You
can only expend one rune per round. The target and all
creatures other than yourself within 5 feet of the target
must make a DC 16 Constitution saving throw, taking
4d6 fire damage on a failed save or half as much on a
successful one.
Akantor Spike
Your weapon deals an extra 1d10 fire damage.
Akantor Gem
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
52
Challenge Rating 4
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-3 1-3 Fertile Mud (A,O)
4-8 4-8 Barroth Ridge (A)
9-11 9-13 Barroth Shell (W)
12-15 14-17 Barroth Claw (W)
16-19 18-19 Barroth Scalp (A,W)
20 20 Barroth Gem (A,W)
ARMOR MATERIAL EFFECTS
Fertile Mud
You do not suffer from difficult terrain in muddy or
swamp terrain while wearing this armor.
Barroth Ridge
Whenever you make a saving throw against the
stunned condition, you do so with a +2 bonus.
Barroth Scalp
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet.
Barroth Gem
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
WEAPON MATERIAL EFFECTS
Barroth Shell
When you hit a creature with this weapon, it must
succeed on a DC 13 Constitution saving throw or
become afflicted by waterblight for 1 minute. The
creature may repeat its saving throw at the end of its
turn, ending the effect on a success.
Barroth Claw
Stamina Drain. When you hit a creature with this
weapon, its speed is reduced by 5 feet until the start
of your next turn.
Barroth Scalp (Hammer only)
While attuned to this weapon, you may use the
Hammer's Mighty Weapon skill 1 additional time
between rests.
Barroth Gem
You gain +2 AC while attuned to this weapon, but
your critical hits no longer deal extra damage.
OTHER MATERIAL EFFECTS
Fertile Mud
A material that increases the fertility of crops.
53
Challenge Rating 6
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-5 Uragaan Carapace (A,W)
5-9 6-9 Uragaan Scale (W)
— 10-11 U.Firecell Stone (A,W)
10-14 12-15 Uragaan Scute (A,W)
— 16-18 Flame Sac (A,W)
15-17 19-20 Uragaan Marrow (A)
18-19 — Uragaan Jaw (W)
20 — Uragaan Ruby (A)
ARMOR MATERIAL EFFECTS
Uragaan Carapace
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to lightning
or thunder damage (your choice) until the end of your
next turn. Once you use this property, you cannot use it
again until you finish a long rest.
U.Firecell Stone
Shield. While you are attuned to this armor and you use
a reaction that would increase your AC, you gain an
additional +1 bonus to your AC until the start of your
next turn.
Uragaan Scute
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
Flame Sac
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 15 feet of you. The target must
make a DC 15 Dexterity saving throw, taking 3d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Uragaan Marrow
Negate Bleeding. You are immune to wounding effects,
such as the Odogaron's bloody wound or the bearded
devil's infernal wound while you wear this armor.
Uragaan Ruby
Uragaan Protection. When you must make a saving
throw while taking the dodge action, you can use your
Armor Class in place of making the roll. You can use this
property three times, regaining all uses when you finish
a long rest.
WEAPON MATERIAL EFFECTS
Uragaan Carapace
Sharpening. During a short or long rest you can spend
your time sharpening a bladed weapon. When you hit a
creature for the first time after sharpening it, the
weapon deals its maximum piercing or slashing damage
to the target.
Uragaan Scale
Carver. You have advantage on your first carve attempt
on a creature while you are attuned to this weapon.
U.Firecell Stone
While you are attuned to this weapon you can use an
action to conjure a flask of alchemist's fire once a day. If
unused for 24 hours, the flask returns to whence it
came, where that is, who knows?
Uragaan Scute
Partbreaker. You deal an extra 1d4 damage when you
critically hit with this weapon.
Flame Sac
When you cast a spell that deals fire damage, it deals an
extra 1d4 fire damage.
Uragaan Jaw (Bowgun only)
Spread up. Your spread ammo deals an extra 2 damage.
54
Challenge Rating 7
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-5 Anjanath Pelt (A,W)
6-10 6-10 Anjanath Scale (A)
11-13 — Anjanath Fang (A,W)
14-16 11-14 Anjanath Nosebone (A)
17-19 15-16 Anjanath Tail (A,W)
— 17-19 Flame Sac (A,W)
20 20 Anjanath Plate (A,W)
ARMOR MATERIAL EFFECTS
Anjanath Pelt
Marathon Runner. While wearing this armor, your
walking speed increases by 5 feet.
Anjanath Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Anjanath Fang
When you are attacked by a creature within 30 feet of
you that you can see, you can use your reaction to
impose disadvantage on the attack roll, causing a
blinding white flame to erupt from your mouth before
the attack hits or misses. An attacker that can’t be
blinded is immune to this property.
You can use this property two times. You regain all
expended uses when you finish a long rest.
Anjanath Nosebone
While you wear this armor, you may pass a Constitution
saving throw you otherwise would have failed. Once
used, this property can't be used again until you finish a
long rest.
Anjanath Tail (Spellcaster only)
This armor has 2 runes, which it regains daily at dawn.
You may expend a rune to cast the hellish rebuke spell
from it.
Flame Sac
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale
fire at a target within 15 feet of you. The target must
make a DC 15 Dexterity saving throw, taking 3d6 fire
damage on a failed save, or half as much damage on a
successful one.
Once used, this property cannot be used again until you
finish a long rest.
Anjanath Plate
You have resistance to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Anjanath Pelt
While you are holding this weapon, you can use an
action to make this weapon deal fire damage instead of
its normal damage type. This effect lasts one hour and
cannot be used again until you have finished a long rest.
You can use another action to end the effect before the
duration expires.
Anjanath Fang (Clerics, Druids, and Rangers only)
You know the produce flame cantrip while wearing this
armor. If you already know it, you gain a +1 bonus to its
spell attack roll.
Anjanath Tail (Bow only)
Special Ammo boost. While attuned to this weapon,
your coat arrow now coats up to 20 arrows and your
dragonpiercer an extra 1d6 piercing damage.
Flame Sac
When you cast a spell that deals fire damage, it deals an
extra 1d4 fire damage.
Anjanath Plate (Gunlance only)
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add
your Strength modifier to the damage of your shell
attacks.
55
Challenge Rating 15
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-5 Fulgur Anjanath Thickfur (A,W)
6-10 6-10 Fulgur Anjanath Shard (A)
11-13 — Fulgur Anjanath Hardfang (A,W)
14-16 11-14 Heavy Fulgur Anjanath Nosebone (A,W)
17-19 15-16 Fulgur Anjanath Lash (A,W)
— 17-19 Lightning Sac (A,W)
20 20 Fulgur Anjanath Mantle (A,W)
ARMOR MATERIAL EFFECTS
Fulgur Anjanath Thickfur
Item Prolonger+. Whenever you use a consumable item
that has a duration, its duration is increased by an
additional 12 seconds.
Fulgur Anjanath Shard
Resuscitate. You have advantage on Dexterity saving
throws if you are suffering from a condition.
Fulgur Anjanath Hardfang
You have advantage on saving throws against being
stunned while you wear this armor.
Heavy Fulgur Anjanath Nosebone
While you wear this armor, you may pass a Dexterity
saving throw you otherwise would have failed. Once
used, this property can't be used again until you finish a
long rest.
Fulgur Anjanath Lash
This armor has 2 runes, that it regains daily at dawn. You
may expend a rune to cast the lightning arrow spell from
it.
Lightning Sac
You have immunity to lightning damage while you wear
this armor.
Fulgur Anjanath Mantle
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current
location by any means.
WEAPON MATERIAL EFFECTS
Fulgur Anjanath Thickfur
While you are holding this weapon, you can use an
action to make this weapon deal lightning damage
instead of its normal damage type. This effect lasts one
hour and cannot be used again until you have finished a
long rest. You can use another action to end the effect
before the duration expires.
Fulgur Anjanath Hardfang
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Heavy Fulgur Anjanath Nosebone
While attuned to this weapon you can use an action to
speak its command word, causing it to expel electric
snot at a creature within 60 feet of you. That creature
must make a DC 15 Dexterity saving throw, or be
covered in the snot for 1 minute or until it uses an
action to wipe it away. While covered, the creature takes
1d4 lightning damage whenever it is hit by a melee
weapon attack.
You can use this property a number of times equal to
your Constitution modifier, regaining all expended uses
when you finish a long rest.
Fulgur Anjanath Lash (Bow only)
Special Ammo Boost+1. Your coating now coats up to
25 arrows and your dragonpiercer deals an extra 2d6
piercing damage.
Lightning Sac
Your weapon deals an extra 1d8 lightning damage.
Fulgur Anjanath Mantle
You gain a +1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
thunder or lightning damage.
56
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-7 1-3 Duram Carapace (W)
8-12 4-9 Hard Mossplate (A,W)
13-14 10-13 Duramboros Hump (A)
15-17 14-16 Duram Tailcase (W)
18-19 17-19 Duramboros Horn (A,W)
20 20 Duram Sacrum (A,W)
ARMOR MATERIAL EFFECTS
Hard Mossplate
While you are attuned to this armor, you can use
your reaction to grant yourself advantage on any
Acrobatics check. Once used, you can't use it again
until you finish a short or long rest.
Duramboros Hump
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to
piercing damage until the end of your next turn. You
can use this property twice, regaining all uses when
you finish a long rest.
Duramboros Horn
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to
slashing damage until the end of your next turn. You
can use this property twice, regaining all uses when
you finish a long rest.
Duram Sacrum
You have resistance to cold damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Duram Carapace
Partbreaker. You deal an extra 1d4 damage when you
critically hit with this weapon.
Hard Mossplate
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Duram Tailcase (Hammer only)
Blunt. While you are attuned to this weapon, your
save DC for your mighty weapon property is
increased by 3.
Duramboros Horn
Shotplus. Your normal ammo deals an extra 2
damage.
Duram Sacrum (Range Weapon only)
Deadeye+. Your weapon's normal attack range is
doubled.
Challenge Rating 10
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-5 Radobaan Shell (A)
6-11 6-10 Radobaan Scale (A)
12-16 11-13 Radobaan Oilshell (A)
— 14-16 R.Sleep Sac (W,O)
17-19 17-19 Radobaan Marrow (A)
20 19-20 Radobaan Gem (A)
ARMOR MATERIAL
Radobaan Shell
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
Radobaan Scale
You have resistance to fire damage while you wear
this armor.
Radobaan Oilshell
Tremor-Proof. You cannot be knocked prone while
you wear this armor.
Radobaan Marrow
Negate Bleeding. You are immune to wounding
effects, such as the Odogaron's bloody wound or the
bearded devil's infernal wound while you wear this
armor.
Radobaan Gem
While you wear this armor, any creature that hits you
with a melee weapon, an unarmed strike, or a natural
melee weapon takes 1d6 slashing damage.
WEAPON MATERIAL
R.Sleep Sac
This weapon has 4 runes. When you hit a creature
with this weapon, you can expend 1 of its runes to
have the target make a DC 12 Constitution saving
throw, or it falls unconscious for 1 minute, until the
sleeper takes damage, or until someone uses an
action to shake or slap the sleeper awake. This
weapon regains 1 expended rune daily at dawn.
OTHER MATERIAL EFFECTS
R.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
57
Challenge Rating 12
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-5 Banbaro Chine (A,W)
6-11 6-9 Banbaro Cortex (A,W)
— 10-12 Dash Extract (O)
12-14 13-15 Banbaro Great Horn (A,W)
13-19 16-19 Banbaro Lash (A,W)
20 20 Banbaro Gem (A,W)
ARMOR MATERIAL EFFECTS
Banbaro Chine
Transporter. While you are attuned to this armor, you
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Banbaro Cortex
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a
bonus action; so long as you are the one consuming it.
Banbaro Great Horn
You have resistance to cold damage while you wear this
armor.
Banbaro Lash
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you
have.
Banbaro Gem
Mushroomancer+. While wearing this armor you can
digest mushrooms that would otherwise be inedible and
gain their advantageous effects. The more banbaro
materials equipped in your armor or trinkets, the more
mushrooms you can eat.
1 banbaro material.
Blue Mushroom, Restores a 1d4 hit points.
Toadstool, You regain 1 hit point at the start of each
of your turns for 1 minute.
2 banbaro material.
Nitroshroom, Your Strength score increases by +2 for
1 minute.
Parashroom, Your AC becomes 13 + your Dexterity
modifier for the next 8 hours.
3 banbaro material.
Chaos Mushroom, You are poisoned for 1 hour, and
gain 5 temporary hit points per character level for the
next 10 minutes.
Bindshroom, Your speed increases by 10 feet for 1
hour.
Exciteshroom, Provides one of the other mushroom
effects, roll a d6 to see which one:
1. Blue Mushroom 4. Parashroom
2. Toadstool 5. Chaos Mushroom
3. Nitroshroom 6. Bindshroom
WEAPON MATERIAL EFFECTS
Banbaro Chine
Your weapon deals an extra 1d6 bludgeoning damage.
Banbaro Cortex
You are proficient with improvised weapons while
attuned to this weapon.
Banbaro Great Horn
While attuned to this weapon, you can cast the catapult
spell at 2nd level from it. Once you use this property,
you can't use it again until you finish a long rest.
Banbaro Lash (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that
increases your AC, the next attack you make with that
weapon deals extra damage equal to the bonus AC the
reaction provided.
Banbaro Gem
Resentment. Until the end of your turn, you gain a +1
bonus to attack and damage rolls against any creature
that has damaged you since the end of your last turn.
OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.
58
Challenge Rating 13
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-4 Glavenus Scale (A)
6-7 5-6 Glavenus Fang (W)
8-9 7-8 Glavenus Carapace (A)
— 9 Flaming Bursa (A,W)
10-11 10-13 Glavenus Pyroshell (A,W)
12-14 14 Glavenus Tail (A)
15-16 15 Glavenus Tailpiece (W)
17-18 16-18 Solar Bursa (A,W)
19 19 Glavenus Plate (A,W)
20 20 Glavenus Fire Orb (A,W)
ARMOR MATERIAL EFFECTS
Glavenus Scale
Handicraft. For 24 hours, you gain proficiency with one
artisan tool of your choice each dawn.
Glavenus Carapace
You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Flaming Bursa
You have resistance to fire damage while you wear this
armor.
Glavenus Pyroshell
While you wear this armor, any creature that hits you
with a melee weapon, an unarmed strike, or a natural
melee weapon takes 1d6 fire damage.
Glavenus Tail
While you are attuned to this armor, it glows faintly
when a rathian, malfestio, agnaktor, or zinogre is near
(240 feet or less).
Solar Bursa
Whenever you make a saving throw against an attack or
spell that deals fire damage, you do so with advantage.
Glavenus Plate
You have advantage on (Charisma & Strength)
Intimidation checks while you wear this armor.
Glavenus Fire Orb
While attuned to this armor you can use an action to
speak the armors command word and gain truesight out
to 60 feet for 1 hour. Once used, you can't use this
property again until you finish a long rest.
WEAPON MATERIAL EFFECTS
Glavenus Fang (Melee Weapon only)
When you hit a creature with this weapon, you can use
your bonus action to cause flames to shoot forth from
the weapon in a 15-foot cone. Each creature in that area
must make a DC 14 Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
on a successful one.
Flaming Bursa
Your weapon deals an extra 1d6 fire damage.
Glavenus Pyroshell
This weapon has 6 runes and regains 1d6 runes daily at
dawn. You can use a bonus action to shoot a spark out
of the weapon at a creature, up to 60 feet away. The
targeted creature must make a DC 13 Constitution
saving throw, or become burned for 1 minute. A burned
creature takes 1d6 fire damage at the start of their turn.
Glavenus Tailpiece (Range Weapon only)
Deadeye+. Your weapon's normal attack range is
doubled.
Solar Bursa
Crisis. While you are attuned to this weapon and
suffering from an abnormal status effect, such as
poisoned, burning, slowed, blinded, etc, all attacks and
spells deal an extra 1d10 spell or weapon damage.
Glavenus Plate
Heavy Polish. This weapon's attacks bypass a creature's
resistance to slashing damage.
Glavenus Fire Orb (Requires a shield)
While you are attuned to this weapon, you can use an
action to prime your shield. The next time you take
damage from a melee attack, fire erupts from the shield
and bathes the attacker in flames. The attacker must
make a DC 15 Dexterity saving throw or take 4d6 fire
damage. On a successful save, the creature takes half of
that damage. Once used, you can't use this property
again until you finish a short or long rest.
59
Challenge Rating 19
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-4 Acidic Glavenus Shard (A)
7-11 5-8 Acidic Glavenus Cortex (A)
12-14 9-11 Acidic Glavenus Hardfang (A,W)
15 12-14 Honed Acidcryst (A,W)
16-19 15-18 Acidic Glavenus Spineshell (A,W)
20 19-20 Acidic Glavenus Tailedge (A,W)
ARMOR MATERIAL EFFECTS
Acidic Glavenus Shard
Handicraft+2. For 24 hours, you gain proficiency with
two artisan tools of your choice each dawn.
Acidic Glavenus Cortex
Effluvia Resis+. While wearing this armor you are
immune to damage from Effluvia and you have
resistance to acid damage.
Acidic Glavenus Hardfang
You have advantage on saving throws against being
stunned while you wear this armor.
Honed Acidcryst
Iron Skin. While this material is in your armor, your AC
cannot be reduced in any way. You do not retain AC
granted to you by a shield if you drop it; or a potion, or
magical effect after it has expired.
Acidic Glavenus Spineshell
While you wear this armor, acidic spikes grow from it.
Whenever a creature hits you with a melee weapon
attack, that creature takes 1d4 slashing damage and 1d4
acid damage. Additionally, your unarmed strikes deal an
extra 1d4 acid damage while you wear this armor.
Acidic Glavenus Tailedge
You have immunity to cold damage and resistance to
acid damage while you wear this armor.
WEAPON MATERIAL EFFECTS
Acidic Glavenus Shard
When this material is placed into a weapon it gains the
finesse tag. This material cannot be placed in a weapon
that has the heavy tag.
Acidic Glavenus Cortex
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Acidic Glavenus Hardfang
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 1 level of exhaustion when the spell ends.
Honed Acidcryst (Bladed Weapon only)
You can use a bonus action to speak this weapon's
command word, causing acidic crystals to grow on the
blade. While the weapon is covered in these crystals, it
deals acid damage instead of its normal weapon
damage, and it reduces the AC of any target it hits, for
the first time on a turn, by 1 until the start of your next
turn. The acidic crystals last until you use a bonus action
to speak the command word again or until you drop or
sheathe the weapon.
Acidic Glavenus Spineshell
Your weapon deals an extra 1d10 acid damage.
Acidic Glavenus Tailedge
Heavy Polish+. This weapon's attacks bypass a
creature's immunity and resistance to slashing damage.
60
Challenge Rating 17
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-3 Brach Carapace (A,W)
6-8 4-8 Brach Ebonshell (A)
9-10 9 Mystery Slime (A,W)
11 10-14 Brach Scalp (A,W)
12-14 15-16 Brach Tail (A,W)
15 — Brach Hammer (W)
16 — Brach Marrow (A,W)
17-19 17-19 Brach Pounder (W)
20 20 Brach Gem (A,W)
ARMOR MATERIAL EFFECTS
Brach Carapace
Handicraft+2. For 24 hours, you gain proficiency with
two artisan tools of your choice each dawn.
Brach Ebonshell
You have resistance to fire damage while wearing this
armor.
Mystery Slime (Requires a shield)
While you are attuned to this armor, you can use an
action to prime your shield. The next time you take
damage from a melee attack, fire erupts from the shield
and bathes the attacker in flames. The attacker must
make a DC 15 Dexterity saving throw or take 4d6 fire
damage. On a successful save, the creature takes half of
that damage. You can use this property twice, regaining
all expended uses on a short or long rest.
Brach Scalp
While attuned to this armor you can cast the grease
spell. You can use this property three times, regaining all
expended uses on a short or long rest.
Brach Tail
While you wear this armor, you can succeed a
Constitution saving throw you otherwise would have
failed. Once used, this property can't be used again until
you finish a long rest.
Brach Marrow
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Brach Gem
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Brach Carapace
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting is a fire
spell.
Mystery Slime
Once per turn, when you hit a creature with this
weapon, you can wound the target. At the start of each
of the wounded creature’s turns, it takes 1d4 fire
damage for each time you’ve wounded it, and it can
then make a DC 16 Constitution saving throw, ending
the effect of all such wounds on itself on a success.
Alternatively, the wounded creature, or a creature within
5 feet of it, can use an action to make a DC 15 Wisdom
(Medicine) check, ending the effect of such wounds on
it on a success.
Brach Scalp
While you are attuned to this weapon, whenever a
creature attempts to break a grapple with you, you make
your skill check with advantage.
Brach Tail
While holding this weapon, you can use an action to
cause thick, black oil to coat the weapon. The oil
remains for 1 minute or until an Attack using this
weapon hits a creature. On hit, the oil ignites and that
creature must succeed on a DC 15 Constitution saving
throw or take 2d10 fire damage and begins to burn for
1 minute. A creature that is burning must make a DC 15
Constitution saving throw at the start of each of its
turns. On a failed save, it takes 1d6 fire damage. On a
successful save, the creature is no longer burning. This
weapon can't be used this way again until the next
dawn.
Brach Hammer (Sorcerer & Wizard only)
Bombardier. This weapon has 10 runes. While holding it,
you can use an action to expend 1 or more of its runes
to cast one of the following Spells from it, using your
spell save DC: scorching ray (2 runes), Melf's Minute
Meteors (3 runes), or Wall of Fire (4 runes). This
weapon regains 1d6 + 4 expended runes daily at dawn.
If you expend the last rune it can't regain any runes for
one week.
Brach Marrow
Blast Coat. This material provides one of the following
weapon properties depending on which weapon it is
placed in:
(Heavy Bowgun) Your cluster ammo deals an extra
2d6 fire damage.
(Bow) Your blast coating deals an extra 1d6 fire
damage.
Brach Pounder (Light Bowgun only)
Rapid Fire. Whenever you use the attack action on your
turn using this weapon, you can make a single attack
with it as a bonus action.
Brach Gem
Spirit. When fighting a Huge or larger creature, this
weapon deals 1d6 extra weapon damage and its crit
range is increased by 1.
61
Challenge Rating 22
Carves/Capture 3
Carve Chance Material Slots
1-5 Indestructible Ebonshell (A,W)
6-9 Flashpoint Slime (A,W)
10-12 Brachydios Lash (A,W)
13-15 Brach Obliterator (A,W)
16 Immortal Reactor (A,W)
17-18 Brach Warhead (A,W)
19-20 Brachydios Pallium (A,W)
ARMOR MATERIAL EFFECTS
Indestructible Ebonshell
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
Flashpoint Slime (Requires a shield)
While you are attuned to this armor, you can use an
action to prime your shield. The next time you take
damage from a melee attack, fire erupts from the shield
and bathes the attacker in flames. The attacker must
make a DC 17 Dexterity saving throw or take 5d6 fire
damage on a failed save, or half as much damage on a
successful one. You can use this property twice,
regaining all expended uses on a short or long rest.
Brachydios Lash
Adrenaline. The first time you drop below half of your
hit points maximum in combat. You gain a rush of
Adrenaline. On your next turn your movement speed
doubles and you can take one extra action.
Brach Obliterator (Lance & Greatsword only)
Your Guard AC bonus now lasts until the start of your
next turn and you cannot be knocked prone.
Immortal Reactor
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Brach Warhead
You are immune to fire damage while you wear this
armor.
Brachydios Pallium
Iron Wall+. You have a +3 bonus to your armor class
while you wear this armor.
WEAPON MATERIAL EFFECTS
Indestructible Ebonshell
Speed Sharpening. You can spend 1 minute sharpening
a bladed weapon. When you hit a creature for the first
time after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Flashpoint Slime (Gunlance only)
Artillery+2. While attuned to this weapon, your
wyvernfire can now be used three times per long rest
and you can add your Strength or Dexterity modifier to
the damage of your shell attacks.
Brachydios Lash
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Brach Obliterator
Bombardier+. The weapon has 12 runes, you can use an
action to expend 1 or more of its runes to cast one of
the following Spells from it, using your spell save DC:
aganazzar’s scorcher (2 runes), heat metal (2 runes),
scorching ray (2 runes), melf's minute meteors (3
runes), wall of fire (4 runes), delayed blast fireball (7
runes). The weapon regains 1d8 + 4 expended runes
daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
Immortal Reactor
Brawn. While you are attuned to this weapon, it you gain
the following effects:
When a creature must succeed on a saving throw or
become stunned by the effect of one of your weapon
attacks, they make the save with disadvantage.
Once per turn when you hit a creature with this
weapon, it must make a DC 12 Constitution saving
throw or gain one level of exhaustion. A creature
cannot gain more than 2 levels of exhaustion from
this weapon's property.
Brach
Warhead
Blast Coat+. This material provides one of the following
weapon properties depending on which weapon it is
placed in:
(Heavy Bowgun) Your cluster ammo deals an extra
3d6 fire damage.
(Bow) Your blast coating deals an extra 2d6 fire
damage.
Brachydios Pallium
Spirit+. When fighting a Huge or larger creature, this
weapon deals 1d8 extra weapon damage and its crit
range is increased by 2.
62
Challenge Rating 18
Carves/Capture 4
Carve Chance Capture Chance Material Slots
1-4 1-4 Deviljho Hide (A)
5-7 5-8 Deviljho Scale (A)
8-10 9-11 Deviljho Talon (W)
11-12 12-14 Deviljho Tallfang (W)
13-14 — Deviljho Scalp (A,W)
15-17 15-18 Deviljho Saliva (A,W)
18-19 19-20 Deviljho Tail (A,W)
20 — Deviljho Gem (A,W)
ARMOR MATERIAL EFFECTS
Deviljho Hide
Carving Celebrity. While you are attuned to this armor,
you can carve a creature of CR 13 or lower 1 extra time.
Deviljho Scale
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a
bonus action; so long as you are the one consuming it.
Deviljho Scalp
While you wear this armor, you taste in all directions,
and you have advantage on Wisdom (Perception)
checks that rely on taste.
Deviljho Saliva
Whenever you make a saving throw against the
frightened condition, you do so with advantage.
Deviljho Tail
While you wear this armor, you can use an action, to
speak the armor's command word and attempt to
swallow either a creature, or object, that is Medium or
smaller. An unwilling creature must make a DC 14
Dexterity saving throw to escape the armor's grasp.
Once swallowed, the creature or object is transported to
a room that exists on a plane of existence found only
within the armor. The room is a 10 foot by 10 foot
cube, and can hold a single, living creature, and up to
1,000 pounds of objects. There are two windows on
one of the walls that peer out, giving vision of the
outside world.
For every hour that passes, a creature can attempt to
escape by succeeding on a DC 15 Strength saving
throw. On a success, the creature is regurgitated, falling
prone in a space within 10 feet of you. Also, whenever
you take 40 damage or more on a single turn, you must
succeed on a DC 16 Constitution saving throw, or
regurgitate any swallowed creature and all swallowed
objects, which fall prone in a space within 10 feet of
you. Speaking the armor's command word again spits
out the creature or an object of your choice.
Deviljho Gem
You have resistance to fire and necrotic damage while
you wear this armor.
WEAPON MATERIAL EFFECTS
Deviljho Talon
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Deviljho Tallfang
Partbreaker+2. You deal an extra 1d8 damage when you
critically hit with this weapon.
Deviljho Scalp
When you cast a necromancy spell, you gain a +2 bonus
to its spell attack roll or increase its spell save DC by 2.
Deviljho Saliva (Sorcerer & Wizard only)
The weapon has 10 runes. You can use an action to
expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: cause
fear (1 rune), ray of enfeeblement (2 runes), ray of
sickness at 3rd level( 3 runes), contagion (4 runes), or
harm (6 runes). The weapon regains 1d6 + 4 expended
runes daily at dawn. If you expend the last rune it can't
regain any runes for one week.
Deviljho Tail
Your weapon deals an extra 1d4 fire damage and an
extra 1d4 necrotic damage.
Deviljho Gem
While you are attuned to this weapon, you can speak its
command word to exhale a beam of hellfire in a 60-foot
line that is 5 feet wide. Each creature in that line must
make a DC 15 Dexterity saving throw, taking 4d6 fire
damage and 14 (4d6) necrotic damage on a failed save,
or half as much damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
63
Challenge Rating 22
Carves/Capture 6
Carve Chance Capture Chance Material Slots
1-4 1-4 Savage Hide (A)
5-7 5-8 Savage Scale (A)
8-10 9-11 Savage Talon (W)
11-12 12-14 Savage Tallfang (W)
13-14 — Savage Scalp (A,W)
15-17 15-18 Savage Saliva (A,W)
18-19 19-20 Savage Tail (A,W)
20 — Savage Gem (A,W)
ARMOR MATERIAL EFFECTS
Savage Hide
Carving Celebrity+. While you are attuned to this armor,
you can carve a creature of CR 15 or lower 1 extra time.
Savage Scale
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a
bonus action; so long as you are the one consuming it.
Savage Scalp
While you wear this armor, you taste in all directions,
and you have advantage on Wisdom (Perception)
checks that rely on taste.
Savage Saliva
You cannot be frightened while you wear this armor.
Savage Tail
While you wear this armor, you can use an action, to
speak the armor's command word and attempt to
magically swallow either a creature, or object, that is
Medium or smaller. An unwilling creature must make a
DC 14 Dexterity saving throw to escape the armor's
grasp. Once swallowed, the creature or object is
transported to a room that exists on a plane of
existence found only within the armor. The room is a 10
foot by 10 foot cube, and can hold a single, living
creature, and up to 1,000 pounds of objects. There are
two windows on one of the walls that peer out, giving
vision of the outside world.
For every hour that passes, a creature can attempt to
escape by succeeding on a DC 15 Strength saving
throw. On a success, the creature is regurgitated, falling
prone in a space within 10 feet of you. Also, whenever
you take 40 damage or more on a single turn, you must
succeed on a DC 16 Constitution saving throw, or
regurgitate any swallowed creature and all swallowed
objects, which fall prone in a space within 10 feet of
you. Speaking the armor's command word again spits
out the creature or an object of your choice.
Savage Gem
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Savage Talon
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Savage Tallfang
Partbreaker+3. You deal an extra 1d10 damage when
you critically hit with this weapon.
Savage Scalp
When you cast a necromancy spell, you gain a +3 bonus
to its spell attack roll or increase its spell save DC by 2.
Savage Saliva (Sorcerer & Wizard only)
The weapon has 10 runes. You can use an action to
expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: cause
fear (1 rune), ray of enfeeblement (2 runes), ray of
sickness at 3rd level( 3 runes), contagion (4 runes), or
harm (6 runes). The weapon regains 1d6 + 4 expended
runes daily at dawn. If you expend the last rune it can't
regain any runes for one week.
Savage Tail
Your weapon deals an extra 1d6 fire damage and an
extra 1d6 necrotic damage.
Savage Gem
While you are attuned to this weapon, you can speak its
command word to exhale a beam of hellfire in a 60-foot
line that is 5 feet wide. Each creature in that line must
make a DC 15 Dexterity saving throw, taking 17 (5d6)
fire damage and 17 (5d6) necrotic damage on a failed
save, or half as much damage on a successful one. Once
used, you can't use this property again until you finish a
long rest.
64
Challenge Rating 10
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-5 Zinogre Carapace (A)
6-8 6-9 Zinogre Electrofur (A,W)
9-10 10-12 Zinogre Claw (W)
11-12 13-15 Zinogre Shocker (W)
13 — Zinogre Shell (A)
14 16-17 Fulgurbug (A)
15-19 — Zinogre Tail (A)
20 18 Zinogre Jasper (A,W)
— 19-20 Zinogre Plate (A,W)
ARMOR MATERIAL EFFECTS
Zinogre Carapace
Stam Recov. When you take a long rest, you reduce your
exhaustion by 2 levels instead of 1.
Zinogre Electrofur
While you are not wearing light, medium, or heavy
armor and not holding a shield, your Armor Class equals
10 + your Dexterity modifier + your Charisma modifier.
Zinogre Shell
When you take lightning damage while wearing this
armor, your walking speed increases by 20 feet until the
end of your next turn.
Fulgurbug
While attuned to this armor, a thunderbug travels with
you. As an action, it will take flight. While in flight it
sheds bright light in a 5-foot radius and dim light for an
additional 15 feet.
Zinogre Tail (Barbarian only).
When you rage, you shroud yourself in an aura of
lightning. Any creature that ends its turn within 5 feet of
you takes 1d4 lightning damage.
Zinogre Jasper
You have resistance to lightning damage while you wear
this armor.
Zinogre Plate
Whenever you make a saving throw against the
paralyzed condition, you do so with advantage.
WEAPON MATERIAL EFFECTS
Zinogre Electrofur
While you are attuned to this weapon, you can use its
command word to give a weather prediction for the
next day, as detailed in the druidcraft cantrip. Once
used, you can't use this property again until the next
dawn.
Zinogre Claw
Your weapon deals an extra 1d6 lightning damage.
Zinogre Shocker
Critical Element (lightning). When you critically hit with
a weapon or spell that deals lightning damage, you deal
an extra 1d6 lightning damage.
Zinogre Jasper
When a creature must succeed on a saving throw due to
the effect of your weapon attack, increase the save DC
by 1.
Zinogre Plate
Chain Crit. Every consecutive hit on a creature increases
your crit range by 1 until you score a critical hit, miss an
attack, or hit a different creature.
65
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-8 Jagras Hide (A)
9-15 Jagras Scale (A)
16-20 Sharp Claw (W)
ARMOR MATERIAL EFFECTS
Jagras Hide
You have a +1 bonus to Nature checks while you
wear this armor.
Jagras Scale
You grow snake-like fangs while you are attuned to
this weapon.
WEAPON MATERIAL EFFECTS
Sharp Claw
Your slashing weapon deals an extra 1 slashing
damage.
Challenge Rating 4
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-6 1-4 Great Jagras Scale (A)
7-11 5-10 Great Jagras Hide (A)
12-15 11-14 Great Jagras Mane (A)
16-20 15-16 Great Jagras Claw (W)
— 17-20 Monsterbone+ (O)
ARMOR MATERIAL EFFECTS
Great Jagras Scale
You have a +2 bonus to Intimidation checks while
you wear this armor.
Great Jagras Hide
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Great Jagras Mane
Free Meal. While attuned to this armor, you no
longer need to eat or drink.
WEAPON MATERIAL EFFECTS
Great Jagras Claw
Palico Rally. NPC allies within 10 feet of you gain +1
AC and +1 to attack rolls while you are attuned to
this weapon.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon upgrade material.
66
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-8 Girros Hide (A)
9-15 Girros Scale (A)
16-20 Girros Fang (W)
ARMOR MATERIAL EFFECTS
Girros Hide
You have a +1 bonus to Stealth checks while you
wear this armor.
Girros Scale
Your eyes look like snake eyes while you wear this
armor, granting you blindsight out to 10 feet.
WEAPON MATERIAL EFFECTS
Girros Fang
A creature hit by this weapon must succeed a DC 8
Constitution saving throw or become incapacitated
and has its movement speed is reduced to 0 until
the start of its next turn.
Challenge Rating 6
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-2 1-3 Monsterbone+ (O)
3-5 4-7 Great Girros Hide (A)
6-8 8-9 Great Girros Hood (A,W)
9-13 10-13 Great Girros Scale (A)
14-16 — Great Girros Tail (W)
17-18 14-16 Great Girros Fang (W)
19-20 17-20 Girros Paralysis Sac (W)
ARMOR MATERIAL EFFECTS
Great Girros Hide
Palico Rally. NPC allies within 10 feet of you gain +1
AC and +1 to attack rolls while you are attuned to
this weapon.
Great Girros Hood
Effluvia Resis. You are immune to damage from
Effluvia and you reduce acid damage you take by 2
while you wear this armor.
Great Girros Scale
Whenever you make a saving throw against the
paralyzed condition, you do so with a +3 bonus.
WEAPON MATERIAL EFFECTS
Great Girros Hood
While attuned to this armor, you have darkvision out
to a range of 60 feet.
Great Girros Tail (Hunting Horn only)
Horn Maestro. While attuned to this weapon, your
melody lasts an extra 30 seconds longer than
normal.
Great Girros Fang
A creature hit by this weapon must succeed a DC 9
Constitution saving throw, or be incapacitated and
has its movement speed is reduced to 0 until the
end of its next turn.
Girros Paralysis Sac (Bard, Cleric, Druid, Sorcerer,
Warlock, & Wizard only)
While attuned to this weapon you can cast the hold
person spell at 2nd level once per day, without
expending a spell slot.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon upgrade material.
67
Challenge Rating 7
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-3 1-3 Monsterbone+ (O)
4-6 4-7 Dodogama Hide (A,W)
7-9 8-9 Dodogama Jaw (W)
— 10-12 Nourishing Extract (O)
10-14 13-17 Dodogama Scale (A)
15-17 — Dodogama Tail (A,W)
18-20 18-20 Dodogama Talon (A,W)
ARMOR MATERIAL EFFECTS
Dodogama Hide
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Dodogama Scale
You have a +2 bonus to Animal Handling checks while
you wear this armor.
Dodogama Tail
Whenever you make a saving throw against an attack or
spell that deals fire damage, you do so with a +2 bonus.
Dodogama Talon (Charge Blade & Gunlance only)
Capacity Boost. This material provides one of the
following armor properties depending on which weapon
it is placed in:
(Charge Blade) Your phial charge maximum is
increased by 1.
(Gunlance) You can use your shell attack one extra
time between rests.
WEAPON MATERIAL EFFECTS
Dodogama Hide
While attuned to this weapon, you gain a +1 bonus to
your spell attack rolls when casting fire spells.
Dodogama Jaw (Sorcerer & Wizard only)
You know the fire bolt cantrip while wearing this armor.
Dodogama Tail (Sorcerer & Wizard only)
Mini-Bombardier. This weapon has 5 runes. While
holding it, you can use an action to expend 1 or more of
its runes to cast one of the following Spells from it,
using your spell save DC: burning hands (1 rune)
scorching ray (2 runes), aganazzar's scorcher (2 runes),
or flaming sphere (2 runes). This weapon regains 1d4 +
1 expended runes daily at dawn. If you expend the last
rune it cannot regain any runes for one week.
Dodogama Talon (Gunlance only)
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add
your Strength modifier to the damage of your shell
attacks.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare weapon upgrade material.
Nourishing Extract
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.
68
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-8 Sharp Claw (A)
9-15 Shamos Scale (A)
16-20 Shamos Hide (W)
ARMOR MATERIAL EFFECTS
Shamos Hide
Geologist. When you successfully gather a mining
resource, you instead gather 2.
Shamos Scale
Detect. You gain a +1 bonus to your passive Perception
while you wear this armor.
WEAPON MATERIAL EFFECTS
Sharp Claw
Your slashing weapon deals an extra 1 slashing damage.
Challenge Rating 6
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-3 1-3 Med Monsterbone (O)
4-7 4-7 Tobi-Kadachi Pelt (A,W)
8-12 8-11 Tobi-Kadachi Scale (A)
13-15 12-14 Tobi-Kadachi Membrane (A)
16-19 15-16 Tobi-Kadachi Claw (A,W)
— 17-19 Tobi Electro Sac (A,W)
20 20 Kadachi Gem (A)
ARMOR MATERIAL EFFECTS
Tobi-Kadachi Pelt
You can don or doff your armor as an action, while you
are attuned to this armor.
Tobi-Kadachi Scale
You have a +3 bonus to Acrobatics checks while you
wear this armor.
Tobi-Kadachi Membrane
When you place this material into your armor it gains a
gliding membrane, which extends from your forearms to
your hindlegs. As an action or reaction, you can extend
your arms to reduce your fall speed to 10 feet per round
while traveling in a forward motion until you reach the
ground, you are grappled, or you use your action to end
the effect early. If you are falling straight down, you may
choose the direction you travel when you begin your
glide. Once used, you can't use this property again until
you finish a short or long rest.
Tobi-Kadachi Claw
Jump Master+. While wearing this armor, you can cast
the jump spell from it as a bonus action at will, but can
target only yourself when you do so.
Tobi Electro Sac
While wearing this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than
your remaining movement would allow.
Kadachi Gem
Evade Extender (S). You have a +1 bonus to Dexterity
saving throws while you wear this armor.
WEAPON MATERIAL EFFECTS
Tobi-Kadachi Pelt
While attuned to this weapon, you can use a bonus
action to have this weapon to return to your hand so
long as it is within 200 feet of you.
Tobi-Kadachi Claw
Your lightning spells deal an extra 1d4 lightning
damage.
Tobi Electro Sac
Your weapon deals an extra 1d4 lightning damage.
OTHER MATERIAL EFFECTS
Med Monsterbone
Rare armor upgrade material.
69
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-3 V.Tobi-Kadachi Thickfur (A,W)
5-9 4-7 V.Tobi-Kadachi Shard (A,W)
— 8-10 V.Deadly Poison Sac (A,W,O)
10-13 11-13 V.Tobi-Kadachi Membrane (A)
14-16 14-17 V.Tobi-Kadachi Hardclaw (A)
17-19 — V.Tobi-Kadachi Thorn (A)
— 18-19 V.Ultraplegia Sac (A,W)
20 20 V.Kadachi Gem (A,W)
ARMOR MATERIAL EFFECTS
V.Tobi-Kadachi Thickfur
You can don or doff your armor as an action, while you
are attuned to this armor.
V.Tobi-Kadachi Shard
You have advantage on Acrobatics checks while you
wear this armor.
V.Deadly Poison Sac
You have advantage on saving throws against the
poisoned condition while you wear this armor.
V.Tobi-Kadachi Membrane
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
V.Tobi-Kadachi Hardclaw
Jump Master+. While wearing this armor, you can cast
the jump spell from it as a bonus action at will, but can
target only yourself when you do so.
V.Tobi-Kadachi Thorn
You are resistant to cold damage while you wear this
armor.
V.Ultraplegia Sac
Whenever you make a saving throw against the
paralyzed condition, you do so with advantage.
V.Kadachi Gem
Evade Extender (M). You have a +2 bonus to Dexterity
saving throws while you wear this armor.
WEAPON MATERIAL EFFECTS
V.Tobi-Kadachi Thickfur
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
V.Tobi-Kadachi Shard
While attuned to this weapon, your spell save DC is
increased by 2 when casting spells that paralyze or
poison a creature.
V.Deadly Poison Sac
Your poison spells and attacks with this weapon deal an
extra 1d4 poison damage.
Ultraplegia Sac (Bard, Cleric, Druid, Sorcerer, Warlock, &
Wizard only)
While attuned to this weapon you can cast the hold
person spell from it, without expending a spell slot. You
can use this property twice, regaining all expended uses
when you finish a long rest.
V.Kadachi Gem
When you attack a creature with this weapon and roll a
20 on the attack roll, that target must make a DC 14
Constitution saving throw or be poisoned for 1 minute.
OTHER MATERIAL EFFECTS
V. Deadly Poison Sac
You can make a DC 15 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
success you create a vial of wyvern poison (DMG p.
258). On a fail, the material is destroyed. If you fail the
save by 5 or more, you must make a saving throw
against the wyvern poison.
70
Challenge Rating 8
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-4 Odogaron Sinew (A,W)
5-9 5-9 Odogaron Scale (A,O)
10-13 10-12 Odogaron Claw (A,W)
14-15 13-14 Odogaron Tail (W)
— 15-17 Nourishing Extract (O)
16-18 — Odogaron Fang (W)
19 18 Odogaron Plate (A)
20 19-20 Odogaron Gem (W)
ARMOR MATERIAL EFFECTS
Odogaron Sinew
You have a +2 bonus to Intimidation checks while you
wear this armor.
Odogaron Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to necrotic
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Odogaron Claw
Marathon Sprinter. While wearing this armor, you can
take the dash action as a bonus action. You can use this
property a number of times equal to your Dexterity
modifier, regaining all expended uses when you finish a
long rest.
Odogaron Plate
Negate Bleeding. You are immune to wounding effects,
such as the Odogaron's bloody wound or the bearded
devil's infernal wound while you wear this armor.
WEAPON MATERIAL EFFECTS
Odogaron Sinew
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Odogaron Claw
Your weapon deals an extra 1d4 slashing damage.
Odogaron Tail (Light Bowgun only)
When you hit a target with your demon ammo, its effect
is doubled.
Odogaron Fang
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Odogaron Gem
When you hit a creature with this weapon, you can
wound the target. At the start of each of the wounded
creature’s turns, it takes 1d4 necrotic damage for each
time you’ve wounded it, and it can then make a DC 13
Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can
use an action to make a DC 15 Wisdom (Medicine)
check, ending the effect of such wounds on it on a
success.
OTHER MATERIAL EFFECTS
Nourishing Extract
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.
Odogaron Scale
A material that when combined with a vial creates Oil of
Sharpness (DC 15 Alchemist Tools).
Challenge Rating 12
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-4 Hard Ebony Odogaron Sinew (A,W)
5-9 5-9 Ebony Odogaron Shard (A,W)
10-13 10-12 Ebony Odogaron Hardclaw (A,W)
14-15 13-14 Ebony Odogaron Lash (W)
— 15-17 Nourishing Extract (O)
16-18 — Ebony Odogaron Hardfang (A,W)
19 18 Ebony Odogaron Gem (A,W)
20 19-20 Ebony Odogaron Mantle (W)
ARMOR MATERIAL EFFECTS
Hard Ebony Odogaron Sinew
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
Ebony Odogaron Shard
Negate Bleeding. You are immune to wounding effects,
such as the Odogaron's bloody wound or the bearded
devil's infernal wound while you wear this armor.
Ebony Odogaron Hardclaw
While you wear this armor you have advantage on
Charisma (Intimidation) and Dexterity (Acrobatic)
checks.
Ebony Odogaron Hardfang
You have resistance to necrotic damage while you wear
this armor.
Ebony Odogaron Gem
When you make a melee attack against a creature while
wearing this armor, you don't provoke opportunity
attacks from that creature for the rest of the turn,
whether you hit or not.
WEAPON MATERIAL EFFECTS
Hard Ebony Odogaron Sinew
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Ebony Odogaron Shard
You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
necrotic damage, such as the inflict wounds or vampiric
touch spell.
Ebony Odogaron Hardclaw
While attuned to this weapon, your eyes glow red, your
mouth emits a black smoke, and your weapon deals an
extra 1d6 necrotic damage.
Ebony Odogaron Lash
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Ebony Odogaron Hardfang
Critical Status (dragonblight). When you make a weapon
attack with this weapon, and roll a 20 for the attack roll,
the target is afflicted with dragonblight until the end of
its next turn.
Ebony Odogaron Gem
While attuned to this weapon, you can use a bonus
action to move up to half your movement speed
towards an enemy creature.
Ebony Odogaron Mantle
Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or
at the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
OTHER MATERIAL EFFECTS
Nourishing Extract
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.
72
Challenge Rating 21
Carves/Capture 6
Carve
Chance
Capture
Chance Material Slots
1-3 1-5 Gore Magala Carapace (A,W)
4-5 6-7 Gore Magala Ripclaw (A,W)
6 8-10 Gore Magala Wing (A,W)
7-10 — Gore Magala Tail (A,W)
11-13 11-13 Frenzy Crystal (O)
14-15 14-15 Gore Magala Feeler (A,W)
16-17 16-18 Defiled Scale (A,W)
18-19 19 Gore Magala Plate (A,W)
20 20 Gore Magala Nyctgem (A,W)
ARMOR MATERIAL EFFECTS
Gore Magala Carapace
Frenzy Res. Whenever you make a saving throw against
the frenzy virus, you do so with advantage.
Gore Magala Ripclaw
Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Gore Magala Wing
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Gore Magala Tail
Your passive Perception increases by 5 and you have
advantage on Dexterity (Stealth) checks made to hide
while you wear this armor.
Gore Magala Feeler
You have resistance to cold damage while you wear this
armor.
Defiled Scale
While you wear this armor, it projects an illusion that
makes you appear to be standing in a place near your
actual location, causing any creature to have
disadvantage on attack rolls against you. If you take
damage, the property ceases to function until the start
of your next turn. This property is suppressed while you
are incapacitated, restrained, or otherwise unable to
move.
Gore Magala Plate
You have immunity to cold damage while you wear this
armor.
Gore Magala Nyctgem
If you aren't wearing light, medium, or heavy armor; your
base Armor Class is 15 + your Dexterity modifier.
WEAPON MATERIAL EFFECTS
Gore Magala Carapace
When held, this weapon draws in light, snuffing all
nonmagical flames within 30 feet out. It turns dim light
into darkness and bright light into dim light.
Gore Magala Ripclaw (Melee Weapon only)
When you attack a creature with this weapon and roll a
20 on the attack roll, that target takes an extra 4d6
weapon damage. Then roll another d20. If you roll a 20,
you remove one of the target’s limbs, with the effect of
such loss determined by the GM. If the creature has no
limb to sever, you lop off a portion of its body instead.
Gore Magala Wing
Spirit. When fighting a Huge or larger creature, your
weapon deals 1d6 extra damage and its crit range is
increased by 1
Gore Magala Tail
Your weapon deals an extra 1d8 necrotic damage.
Gore Magala Feeler (Melee Weapon only)
This Weapon has 3 Runes. While holding it, you can use
an action and expend 1 rune to release a wave of terror.
Each creature of your choice in a 30-foot radius
extending from you must succeed on a DC 15 Wisdom
saving throw or become frightened of you for 1 minute.
While it is frightened in this way, a creature must spend
its turns trying to move as far away from you as it can,
and it can't willingly move to a space within 30 feet of
you. It also can't take reactions. For its action it can use
only the dash action or try to escape from an effect that
prevents it from moving. If it has nowhere it can move,
the creature can use the dodge action. At the end of
each of its turns, a creature can repeat the saving throw,
ending the effect on itself on a success.
The weapon regains 1d3 expended Runes daily at dawn.
Defiled Scale
Your weapon deals an extra 1d10 necrotic damage.
Gore Magala Plate
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon.
Gore Magala Nyctgem (Cleric & Druid only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following Spells from it, using your spell save DC:
inflict wounds (3rd level, 3 runes), blindness/deafness
(2 runes), bestow curse (3 runes), blight (4 runes), or
circle of death (6 runes) eyebite(sickened) (6 runes).
This weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune it cannot regain any
runes for one week.
OTHER MATERIAL EFFECTS
Frenzy Crystal
A legendary research material (up to your DM how this
might be useful in your game) and quite valuable.
73
Challenge Rating 25
Carves 4
Carve Chance Material Slots
1-3 S.Magala Shard (A,W)
4-5 S.Magala Cortex (A,W)
6 S.Magala Purifier (A,W)
7 S.Magala Lightwing (A,W)
8-9 S.Magala Lash (A)
10-11 S.Magala Hardhorn (W)
12 S.Magala Prismwing (A,W)
13-14 Pure Scale (A,W)
15 S.Magala Phosgem (A,W)
16 S.Magala Mantle (A,W)
17-18 Pure Frenzy Crystal (O)
19-20 Vile Frenzy Crystal (O)
ARMOR MATERIAL EFFECTS
S.Magala Shard
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
S.Magala Cortex
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.
S.Magala Purifier (Lance only)
While you are holding this weapon, you cannot be
knocked prone. Also, your AC bonus from its guard
property now lasts until the start of your next turn.
S.Magala Lightwing
While wearing this armor, you can use an action to
speak its command word to grow wings that look like
the Shagaru Magala's. You gain a flying speed of 60 feet
for 24 hours or until you end the effect as an action.
Once used, this property can't be used again for 3 days.
S.Magala Lash
You have resistance to cold damage while you wear this
armor.
S.Magala Prismwing
You have advantage on saving throws against spells
while you wear this armor.
Pure Scale
You have immunity to cold damage while you wear this
armor.
S.Magala Phosgem
This armor has 5 runes. It regains 1d4 + 1 runes daily at
dawn. When you roll a Dexterity saving throw or you roll
for initiative, you can expend 1 rune to gain advantage
on that roll before you make it. When you are hit by an
attack, you can use your reaction to expend 2 runes and
halve the damage you take from that attack, unless the
damage is necrotic.
S.Magala Mantle
While attuned to this armor, you have truesight out to a
range of 60 feet.
WEAPON MATERIAL EFFECTS
S.Magala Shard
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make
with a melee weapon, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
S.Magala Cortex
Quick Load. You can reload as a free action while you
are attuned to this weapon.
S.Magala Purifier
Your weapon deals an extra 1d8 radiant damage.
S.Magala Lightwing (spellcaster only)
This weapon has 3 runes that it regains daily at dawn.
When you hit a creature, you can expend 1 rune to cast
the faerie fire spell using your save DC centered on the
target. If you are in the area, you automatically succeed
on the save.
S.Magala Hardhorn
Your weapon deals an extra 1d10 radiant damage.
S.Magala Prismwing
Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
Pure Scale
Trump Card. You have advantage on attack rolls vs
creatures that are grappled.
S.Magala Phosgem
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
S.Magala Mantle
This weapon has 2 runes that recharge daily at dawn.
You may expend a rune to cause three 60-foot tall spore
geysers, that are 5 feet wide, to erupt from the ground.
These geysers must appear within a 60 foot radius
around you. A creature within a geysers area, must make
a DC 17 Constitution saving throw, or take 6d8 necrotic
damage on a failed save, or half as much on a successful
one.
OTHER MATERIAL EFFECTS
Pure Frenzy Crystal
A crystal so pure it hardly belongs in this world. Sows
destructive impulses.
Vile Frenzy Crystal
A sanity-robbing crystal. The Guild demands these be
turned in immediately.
74
Challenge Rating 12
Carves 3
Carve Chance Material Slots
1-5 Leshen Claw (A,W)
6-10 Cursed Bone (A,W)
11-13 Leshen Resin (A,W)
14-18 Leshen Skull (A,W)
19-20 Leshen Antlers (A,W)
ARMOR MATERIAL EFFECTS
Leshen Claw
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Cursed Bone
Recovery Speed. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Leshen Resin
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you
have.
Leshen Skull
While wearing this armor, you can cast the misty step
spell from it as a bonus action. You can use this
property twice, regaining all expended uses daily at
dawn. The mist takes the form of a murder of crows.
Leshen Antlers
Super Recovery. Whenever you would gain temporary
hit points, you can instead increase your hit point
maximum and current hit points by that amount for 24
hours. You can only increase your maximum hit points
by 20 with this effect, any additional temporary hit
points gained beyond that are lost. Once used, this
property can't be used again for 24 hours.
WEAPON MATERIAL EFFECTS
Leshen Claw
Your weapon deals an extra 1d6 slashing damage.
Cursed Bone
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Leshen Resin
While holding this weapon, you can use an action to
summon a shamos to your aid for 1 hour. it will act on
your turn in the initiative and will flee if you or your
allies attempt to harm it. One you use this property, you
cannot use it again for 3 days.
Leshen Skull
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Leshen Antlers
This weapon has 5 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
burning hands spell (save DC 14) from it. For 1 rune,
you cast the 1st-level version of the spell. You can
increase the spell slot level by one for each additional
rune you expend.
This weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last runes, roll a d20. On a 1.
The weapon can't regain any runes for 1 week.
75
Challenge Rating 21
Carves 3
Carve Chance Material Slots
1-5 Ancient Leshen Claw (A,W)
6-10 Ancient Cursed Bone (A,W)
11-13 Ancient Leshen Resin (A,W)
14-18 Ancient Leshen Skull (A,W)
19-20 Ancient Leshen Antlers (A,W)
ARMOR MATERIAL EFFECTS
Ancient Leshen Claw
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Ancient Cursed Bone
Recovery Speed+. Whenever you roll a Hit Die to regain
hit points, double the number of hit points it restores.
Additionally, you regain all expended hit die when you
finish a long rest.
Ancient Leshen Resin
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you
have.
Ancient Leshen Skull
This armor has 3 runes, which it regains daily at dawn.
You can expend a rune to cast the misty step spell as a
bonus action or the entangle spell as an action.
Ancient Leshen Antlers
Super Recovery+. While wearing this armor, you regain
1d6 hit points every 10 minutes provided that you have
at least 1 hit point. Also, whenever you would gain
temporary hit points, you can instead increase your hit
point maximum and current hit points by that amount
for 24 hours. You can only increase your maximum hit
points by 20 with this effect, any additional temporary
hit points gained beyond that are lost. Once used, this
property can't be used again for 24 hours.
WEAPON MATERIAL EFFECTS
Ancient Leshen Claw
Your weapon deals an extra 1d8 slashing damage.
Ancient Cursed Bone (Spellcaster Only)
While you are attuned to this weapon, you can use a
bonus action to summon a murder of crows to your aid
for 1 minute. As part of the same bonus action, you can
make a range spell attack against a creature within 80
feet of you. On a hit, the target takes piercing damage
equal to 1d6 + your spellcasting ability modifier.
As a bonus action on your turn, you repeat the attack
against a creature within 60 feet of you.
Once used, this property can't be used again until the
next dawn.
Ancient Leshen Resin
While holding this weapon, you can use an action to
summon 1d4 shamos to your aid for 1 hour. They will
act on your turn in the initiative and will flee if you or
your allies attempt to harm either of them. One you use
this property, you cannot use it again for 3 days.
Ancient Leshen Skull
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Ancient Leshen Antlers (Sorcerer and Wizard only)
Bombardier. The weapon has 10 runes, you can use an
action to expend 1 or more of its runes to cast one of
the following Spells from it, using your spell save DC:
scorching ray (2 runes), Melf's Minute Meteors (3
runes), or Wall of Fire (4 runes). The weapon regains
1d6 + 4 expended runes daily at dawn. If you expend
the last rune it cannot regain any runes for one week.
76
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-10 Hydro Hide (A)
11-16 Immature Sponge (W)
17-20 Sm Monsterbone (O)
ARMOR MATERIAL EFFECTS
Hydro Hide
While wearing this armor, you have a swimming speed
equal to your walking speed.
WEAPON MATERIAL EFFECTS
Immature Sponge
You have advantage on checks to find a fishing spot and
to catch any fish while you wear this armor.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 5
Carves/Captures 3
Carve Chance Capture Chance Material Slots
1-4 1-2 Spongy Hide (A)
5-9 3-4 R.Ludroth Scale (A)
10-12 5-7 R.Ludroth Claw (W)
13-14 8-12 Dash Extract (O)
15-16 13-16 Royal Aqua Sac (A,W)
17-19 17-19 R.Ludroth Tail (A,W)
20 20 R.Ludroth Crest (A,W)
ARMOR MATERIAL EFFECTS
Spongy Hide
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
R.Ludroth Scale
While wearing this armor, you gain +2 AC while
completely submerged in water.
Royal Aqua Sac
You can hold your breath underwater for twice as long
as normal.
R.Ludroth Tail
Divine Blessing. When you take damage you are not
immune or resistant to, roll a d4 and reduce the damage
you take by the number rolled. You can use this feature
a number of times equal to your Wisdom modifier. You
regain all expended uses when you finish a long rest.
R.Ludroth Crest
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
WEAPON MATERIAL EFFECTS
R.Ludroth Claw
This weapon deals maximum weapon damage to a
creature that has an innate swimming speed.
Royal Aqua Sac
You can cast the water breathing spell once per long
rest, while you wear this armor.
R.Ludroth Tail
When you hit a creature with this weapon, they must
make a DC 10 Constitution saving throw or become
poisoned with waterblight until the end of their next
turn.
R.Ludroth Crest
Your weapon deals an extra 1d4 cold damage.
OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.
77
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-2 Dragonfell Berry (O)
3-14 Uroktor Scale (A,W)
15-20 Jumbo Bone (O)
ARMOR MATERIAL EFFECTS
Uroktor Scale
Wisps of harmless, odorless smoke rise from this armor
while it is worn.
WEAPON MATERIAL EFFECTS
Uroktor Scale
As a bonus action, you can speak this weapon's
command word, causing it to shed bright light in a 20
foot radius and dim light for an additional 20 feet.
OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor upgrade material.
Dragonfell Berry
Can be eaten as a ration.
Challenge Rating 6
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 — Agnaktor Shell (A,W)
6-8 1-6 Agnaktor Hide (A)
9 7-9 Agnaktor Claw (W)
10-11 10-13 Agnaktor Scale (A)
12 14-15 Firestone (W)
13-14 — Agnaktor Tail (W)
15-17 16-19 Agnaktor Fin (W)
18 — Monsterbone+ (O)
19-20 20 Agnaktor Beak (A,W)
ARMOR MATERIAL EFFECTS
Agnaktor Shell
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Agnaktor Hide
You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Agnaktor Scale
You have a +2 bonus to Athletics checks while you wear
this armor.
Agnaktor Beak
This armor has 3 runes, it regains all expended runes
daily at dawn. While wearing this armor, you can use an
action to expend 1 or more of its runes to reduce your
movement speed by 10 feet, but increase your AC
bonus by 1 for each rune expended. This effect lasts for
1 minute, expending an additional rune does not extend
its duration.
WEAPON MATERIAL EFFECTS
Agnaktor Shell
While holding this weapon, you can use an action to
cast the light cantrip from it. Once used, this property
can't be used again until the next dawn.
Agnaktor Claw
When you cast a spell that deals fire damage, you gain a
+1 bonus to its spell attack roll.
Firestone
When you roll a 20 on your attack roll with this weapon,
the target creature catches fire. Until someone takes an
action to douse the flames, the creature takes 1d4 fire
damage at the start of each of its turns.
Agnaktor Tail
Your fire spells deal extra 1d4 fire damage.
Agnaktor Fin (Greatsword & Lance only)
You gain an extra +1 bonus to your AC until the end of
your next turn, whenever you use a reaction that would
increase your AC.
Agnaktor Beak
Precision. While attuned to this weapon, you gain +1
bonus to ranged attack rolls with this weapon if the
target did not move on their last turn.
OTHER MATERIAL EFFECTS
Monsterbone+
Rare armor upgrade material.
While using these loot tables in a Monster Hunting
setting (which you most likely are), the gobul spike
material will also work on Leviathans, Amphibians,
Carapaceons and Piscine Wyverns in the Monster
Hunter Monster Manual that has an innate swim
speed.
78
Challenge Rating 7
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-7 1-7 Gobul Hide (A)
8-12 8-12 Gobul Spike (A,W)
13-15 13-16 Gobul Paralysis Sac (W)
16-17 — Gobul Fin (A)
18-19 17-19 Gobul Whisker (A,W)
20 20 Gobul Lantern (A,W)
ARMOR MATERIAL EFFECTS
Gobul Hide
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Gobul Spike
Whenever you make a saving throw against the
paralyzed condition, you do so with a +2 bonus.
Gobul Fin
You have a swimming speed of 40 feet while you wear
this armor.
Gobul Whisker
Speed Eating. While you are attuned to this armor, you
can use any consumable, such as a potion or food, as a
bonus action; so long as you are the one consuming it.
Gobul Lantern
While attuned to this weapon, you can use an action to
conjure a globe of thick glass in your hand. You can
speak its command word to cause it to emanate the
light or daylight spell. Once used, the daylight effect
can't be used again until the next dawn.
You can speak another command word as an action to
make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in
this way until you or another creature grasps it. If you
move more than 60 feet from the hovering globe, it
follows you until it is within 60 feet of you. It takes the
shortest route to do so. If prevented from moving, the
globe light winks out, it sinks gently to the ground and
vanishes.
When you place the globe into your hand, you can use
an action to cause it to vanish in a puff of smoke.
WEAPON MATERIAL EFFECTS
Gobul Spike
This weapon has 3 runes. While you carry it, you can use
an action and expend 1 rune to cast the dominate beast
(save DC 15) spell from it, on a beast that has an innate
swimming speed. This weapon regains 1d3 expended
runes daily at dawn.
Gobul Paralysis Sac
This weapon has 3 runes which are regained every day at
dawn. When you hit a creature with this weapon, you
may expend a rune to have the target make a DC 13
Constitution saving throw. On a fail the creature is
incapacitated and has its movement speed is reduced to
0 for 1 minute. The creature may repeat its saving throw
at the end of its turn, ending the effect on a success.
Gobul Whisker
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Gobul Lantern (Bard, Cleric, Druid, Sorcerer, Warlock, &
Wizard only)
While attuned to this weapon, you can use an action to
cast the hold person spell at 2nd level from it, without
expending a spell slot. Once used, this property can't be
used again until the next dawn.
79
Challenge Rating 8
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-8 1-10 Nibelsnarf Hide (A)
9-13 — Nibel Carapace (A)
14-16 11-14 Nibelsnarf Claw (W)
17-19 15-19 Brilliant Fluid (A,W)
20 20 Nibelsnarf Scalp (A,W)
ARMOR MATERIAL EFFECTS
Nibelsnarf Hide
Gourmand. While attuned to this armor, you double
the amount of days you can go without food or water
before suffering a level of exhaustion.
Nibel Carapace
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Brilliant Fluid
While you wear this armor, you can use a bonus
action to exhale sand and debris in a 15-foot cone.
Each creature in that area must make a DC 13
Dexterity saving throw, taking 3d6 bludgeoning
damage on a failed save, or half as much damage on
a successful one.
Once used, this property cannot be used again until
you finish a long rest.
Nibelsnarf Scalp
While you wear this armor, you have advantage on
Dexterity (Stealth) checks made to hide in desert
terrain.
WEAPON MATERIAL EFFECTS
Nibelsnarf Claw (Range Weapon only)
Pellet Shot. When you roll a 15 or higher on your
attack roll with this weapon while using normal
ammo, you can make an attack against an additional
creature within 5 feet of your original target.
Brilliant Fluid (Druid, Sorcerer, & Wizard only)
While attuned to this weapon you can cast the Earth
Tremor and the Dust Devil spell at 2nd level once
per day, without expending a spell slot.
Nibelsnarf Scalp
(Melee Weapon only) When you hit a creature with
this weapon, they must make a DC 13 Dexterity
saving throw or become blinded until the start of
their next turn.
80
Challenge Rating 11
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1 Mizutsune Scale (A)
7-9 2-4 Mizutsune Claw (W)
10-11 5-6 Bubble Fluid (A,W)
12-13 7-11 Mizutsune Pelt (A)
14-16 12-15 Mizutsune Tail (W)
17-18 16-17 Mizutsune Fin (W)
— 18 Mizutsune Purplefur (A)
19 19 Mizutsune Plate (A,W)
20 20 Mizutsune Water Gem (A,W)
ARMOR MATERIAL EFFECTS
Mizutsune Scale
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.
Bubble Fluid
While you are attuned to this armor, you can cast the
Otiluke's Resilient Sphere spell once per day.
Mizutsune Pelt
While wearing this armor, you ignore difficult terrain
from spells like grease or other environmental effects
that cause the ground to become slippery. Additionally,
you have advantage on saving throws against the slick
condition.
Mizutsune Purplefur
You have resistance to cold damage while you wear this
armor.
Mizutsune Plate
While attuned to this armor, your steps make no sound,
regardless of the surface you are moving across. You
also have advantage on Dexterity (Stealth) checks that
rely on moving silently.
Mizutsune Water Gem
Bubbly. While attuned to this armor, you have advantage
on Dexterity saving throws. Also the durations from
slowing effects, such as the slow spell or a copper
dragon's breath attack, are reduced by half.
WEAPON MATERIAL EFFECTS
Mizutsune Claw
While holding this weapon, you gain a +1 bonus to spell
attack rolls and you ignore half cover when making a
spell attack.
Bubble Fluid
When you hit a creature with this weapon, the creature
must succeed a DC 13 Dexterity saving throw or
become slick. A creature can use its action on itself or
another adjacent creature to wipe off the liquid,
removing the effect.
Mizutsune Tail
This weapon has 5 runes. While holding it, you can use
an action and expend 1 rune to speak its command
word. For the next minute, you know the direction of
the nearest creature hostile to you within 60 feet, but
not its distance from you. The weapon can sense the
presence of hostile creatures that are ethereal, Invisible,
disguised, or hidden, as well as those in plain sight. The
effect ends if you stop holding the weapon. This
weapon regains 1d4 + 1 expended runes daily at dawn.
Mizutsune Fin (Hunting Horn only)
Your maximum cord length is increased by 1 when
holding this weapon.
Mizutsune Plate
Crisis. While suffering from an abnormal status effect,
such as poisoned, burning, slowed, blinded, etc, all
attacks and spells deal an extra 1d10 spell or weapon
damage.
Mizutsune Water Gem (spellcaster only)
While attuned to this weapon, you know the watery
sphere spell. If you prepare spells, you always have it
prepared, and it doesn't count against the number of
spells you can prepare each day. If this spell is not on
your class list, the spell is nonetheless a class spell for
you.
81
Challenge Rating 14
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-5 1-5 Lagiacrus Hide (A)
6-8 — Lagiacrus Scale (A,W)
9-11 6 Lagiacrus Claw (W)
— 7-9 Lg Monster bone (O)
12-13 — Lagiacrus Tail (A,W)
14-16 10-12 Wyvern Claw (W)
17-18 13-14 Lagiacrus Horn (A,W)
19 15-19 Shell Shocker (W)
20 20 Lagiacrus Plate (A,W)
ARMOR MATERIAL EFFECTS
Lagiacrus Hide
Olympic Swimmer. You have a swimming speed of 40
feet while wearing this armor and your swim speed
increases by an additional 10 feet for every lagiacrus
material you have in your weapon, armor, or trinket.
Lagiacrus Scale
While outside, as an action, you can strike a pose to call
down a bolt of lighting from the sky that strikes in the
distance behind to help create an intimidating scene.
Each creature must make a DC 17 Charisma saving
throw or become intimidated by you for 1 minute. A
creature that is intimidated by you, will do what it takes
to appease you or get rid of you.
Lagiacrus Tail
When a creature hits you with a melee weapon attack
while you wear this armor, you can use your reaction to
use the shove action and push the attacker away from
you.
Lagiacrus Horn
You have resistance to lighting damage while you wear
this armor.
Lagiacrus Plate
You have resistance to lightning and thunder damage
while you wear this armor.
WEAPON MATERIAL EFFECTS
Lagiacrus Scale
While holding this weapon, you can use an action to
cast the spider climb spell from it. Once used, this
property can't be used again until the next dawn.
Lagiacrus Claw
Your weapon deals an extra 1d6 lightning damage.
Lagiacrus Tail.
Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
Wyvern Claw
Your weapon deals an extra 1d8 lightning damage.
Lagiacrus Horn
This weapon has 4 runes. When you hit a creature with
this weapon, you can expend 1 of its runes to have the
target make a DC 16 Constitution saving throw or be
incapacitated and has its movement speed is reduced to
0 for 1 minute. The creature can repeat its saving throw
at the end of its turns, ending the effect on a success.
The weapon regains 1d4 expended runes daily at dawn.
Shell Shocker
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one extra damage die when it hits. For
example a shortsword now rolls 2d6 and a greatsword
deals 3d6.
Lagiacrus Plate (Light Bowgun only)
Rapid Fire. Whenever you use the attack action on your
turn using this weapon, you can make a single attack
with it as a bonus action.
OTHER MATERIAL EFFECTS
Lg Monster bone
Very rare armor upgrade material.
82
Challenge Rating 4
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1 1-4 Jumbo Bone (O)
2-6 5-6 Tetsucabra Scale (A,W)
7-9 7-9 Tetsucabra Shell (A)
10-11 10-13 Tetsucabra Claw (W)
12-13 14-16 Dignified Skull (A,W)
14-17 17-20 Paddock Oil (O)
18-20 — Tetsucabra Tusks (A,W)
ARMOR MATERIAL EFFECTS
Tetsucabra Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Tetsucabra Shell
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Dignified Skull
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
armor.
Tetsucabra Tusks
You gain a burrowing speed of 10 feet while you wear
this armor.
WEAPON MATERIAL EFFECTS
Tetsucabra Scale
While attuned to this weapon, you can use an action to
conjure an ethereal pickaxe at will. When using this
pickaxe to mine, you have advantage on Strength
(Athletic) checks.
Tetsucabra Claw
While attuned this weapon, you can cast the mold earth
cantrip at will.
Dignified Skull (Range Weapon only)
Deadeye. Your weapon's normal attack range is
increased by 20 feet.
Tetsucabra Tusks (Hammer only)
Punish Draw. A creature hit for the first time by the
Hammers Mighty Weapon, has disadvantage on the
saving throw.
OTHER MATERIAL EFFECTS
Paddock Oil
When this oil is applied to the skin, the target gains
tremorsense out to 30 feet for 1 hour.
Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-7 Sharp Fang (W)
8-14 Meaty Hide (O)
15-18 Monster Guts (O)
19-20 Sharqskin Scale (A)
ARMOR MATERIAL EFFECTS
Sharqskin Scale
While wearing this armor, you have a swimming speed
equal to your walking speed.
WEAPON MATERIAL EFFECTS
Sharp Fang
Your slashing weapon deals an extra 1 slashing damage.
OTHER MATERIAL EFFECTS
Meaty Hide
This material can be cooked for 2 days of rations
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
83
Challenge Rating 5
Carves/Capture 3
Carve
Chance Capture Chance Material Slots
1-4 1-2 2x Paddock Oil (O)
5-10 3-6 Zamtrios Hide (A)
11-13 7-9 Zamtrios Scale (A,W)
14-16 10-12 Freezer Sac (A,W)
17-18 13-14 Zamtrios Fin (W)
19 15-17 Zamtrios Sawtooth (W)
20 18-20 Zamtrios Tailblade (A)
ARMOR MATERIAL EFFECTS
Zamtrios Hide
While wearing this armor, you can move across and
climb icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.
Zamtrios Scale
Meat Lover. Consuming meat, cooked or otherwise,
counts as 1 days ration. After consuming it you
temporarily ignore one level of exhaustion for an hour.
Freezer Sac (Spellcaster only)
This armor has 2 runes, which it regains daily at dusk.
While wearing it, you can expend a rune to cast armor of
agathys.
Zamtrios Tailblade
While you wear this armor, you have a swimming speed
equal to your walking speed, you can breathe
underwater, and you suffer no harm in water as cold as
-20 degrees Fahrenheit.
WEAPON MATERIAL EFFECTS
Zamtrios Scale (Bladed Weapon only)
You can place your weapon in the water and 1d4
sushifish will impale themselves onto it. Once used, this
property can't be used again until then next dawn.
Freezer Sac (Light Bowgun only)
When you hit a creature with your water ammo it must
make a DC 14 Constitution saving throw or have its
movement speed reduced to 0 until the end of its next
turn on a failed save. On a successful save, the
creature's movement speed is reduced by 10 feet.
Zamtrios Fin (Druid, Sorcerer, & Wizard only)
While attuned to this weapon you know the ice knife
spell. If you have to prepare spells, you always have it
prepared, and it doesn't count against the number of
spells you can prepare each day.
Zamtrios Sawtooth
Your weapon deals an extra 1d4 cold damage.
OTHER MATERIAL EFFECTS
Paddock Oil
When applied to the skin, the target gains tremorsense
out to 30 feet for 1 hour.
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-8 Sm. Hermitaur Shell (A)
9-15 Carapaceon Brains (O)
16-20 Sharp Claw (W)
ARMOR MATERIAL EFFECTS
Sm. Hermitaur Shell
You reduce bludgeoning damage you take by 2 while
you wear this armor.
WEAPON MATERIAL EFFECTS
Sharp claw
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Carapaceon Brains
A rare delicacy, can be eaten as a ration or sold for
25 gp
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-9 Sm. Ceantaur Shell (A)
10-14 Sm Monsterbone (O)
15-20 Sharp Claw (W)
ARMOR MATERIAL EFFECTS
Sm. Hermitaur Shell
You reduce slashing damage you take by 2 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Sharp claw
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Sm Monsterbone
Uncommon weapon upgrade material.
84
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-3 Crab Pearl (O)
5-12 4-6 Hermitaur Shell (A)
13-15 7-10 Monsterbone+ (O)
16-17 11-15 Hermitaur Claw (A,W)
18 16-19 Black Pearl (O)
19-20 20 Decayed Crimson Horn (A,W)
ARMOR MATERIAL EFFECTS
Hermitaur Shell
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
Hermitaur Claw
Well Rested+. When you finish a long rest, you gain
10 temporary hit points for 24 hours while attuned
to this armor.
Decayed Crimson Horn
You have resistance to cold damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Hermitaur Claw
Your weapon deals an extra 1d4 slashing damage.
Decayed Crimson Horn
Crisis. While suffering from an abnormal status
effect, such as poisoned, burning, slowed, blinded,
etc, all attacks and spells deal an extra 1d10 spell or
weapon damage.
OTHER MATERIAL EFFECTS
Crab Pearl
A jewel formed inside the body over many years
valued at 75 gp.
Monsterbone+
Rare weapon upgrade material.
Black Pearl
A pearl with a black glow valued at 250 gp.
Challenge Rating 13
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-4 Crab Pearl (O)
7-10 5-9 Ceanataur Shell (A,W)
11-13 10-11 Monster Toughbone (O)
14-17 11-17 Ceanataur Leg (A,W)
18 18-19 Black Pearl (O)
19-20 20 Ceanataur Claw (A,W)
ARMOR MATERIAL EFFECTS
Ceanataur Shell
Handicraft. For 24 hours, you gain proficiency with
one artisan tool of your choice each dawn.
Ceanataur Leg
You have resistance to cold damage while you wear
this armor.
Ceanataur Claw (Greatsword only)
While attuned to this armor, your Guard AC bonus
now lasts until the start of your next turn.
WEAPON MATERIAL EFFECTS
Ceanataur Shell
Ammo Saver. When you roll a 17-20 on a range
attack roll die, it does not consume the ammo or
arrow.
Ceanataur Leg
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Ceanataur Claw
Once per turn, when you hit a creature with this
weapon, you can wound the target. At the start of
each of the wounded creature’s turns, it takes 1d4
necrotic damage for each time you’ve wounded it,
and it can then make a DC 15 Constitution saving
throw, ending the effect of all such wounds on itself
on a success. Alternatively, the wounded creature, or
a creature within 5 feet of it, can use an action to
make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.
OTHER MATERIAL EFFECTS
Crab Pearl
A jewel formed inside the body over many years
valued at 75 gp.
Monster Toughbone
Very rare weapon upgrade material.
Black Pearl
A pearl with a black glow valued at 250 gp.
Players may also carve from the Lao-Shan Skull if it is destroyed during the fight using the loot table below
85
Challenge Rating 30
Carves/Capture 7
Carve Chance Material Slots
1-5 Gaoren Shell (A,W)
6-9 Gaoren Pincer (A,W)
10-12 Elder Dragon Bone (O)
13-16 Gaoren Claw (W)
17-18 Gaoren Carapace (A,W)
19-20 Gaoren Spine (A,W)
ARMOR MATERIAL EFFECTS
Gaoren Shell
Tremor-Proof. You cannot be knocked prone while you
wear this armor.
Gaoren Pincer (Lance & Greatsword only)
Your Guard AC bonus now lasts until the start of your
next turn and you cannot be knocked prone.
Gaoren Carapace
Guts+2. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a short or long rest.
Gaoren Spine
You have immunity to cold damage and resistance to
thunder and lightning damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Gaoren Shell
Your weapon deals an extra 1d8 acid damage.
Gaoren Pincer
Whenever you hit a creature with a melee weapon attack
with this weapon, you can restrain the creature instead
of dealing damage. You can only have one creature
restrained in this way at a time.
Gaoren Claw
While attuned to this weapon, as an action you can
exhale acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 20 Dexterity
saving throw, taking 8d6 acid damage on a failed save,
or half as much damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
Gaoren Carapace
The first time you attack with this weapon on each of
your turns, you can transfer some or all of the weapon's
bonus to your Armor Class, instead of using the bonus
on any attacks that turn. The adjusted bonuses remain in
effect until the start of your next turn, although you
must hold the weapon to gain a bonus to AC from it.
Gaoren Spine
This weapon stores spells cast into it, holding them until
the wielder uses them. You must be attuned to this
weapon to use it. The weapon can store up to 7 levels
worth of spells at a time. Any creature can cast a spell of
1st through 7th level into the weapon by touching it as
the spell is cast. The spell has no effect, other than to be
stored in the weapon. If the weapon can't hold the spell,
the spell is expended without effect. The level of the
slot used to cast the spell determines how much space
it uses.
While holding this weapon, you can cast any spell stored
in it. The spell uses the slot level, spell save DC, spell
attack bonus, and spellcasting ability modifier of the
original caster, but is otherwise treated as if you cast the
spell. The spell cast from the weapon is no longer stored
in it, freeing up space.
OTHER MATERIAL EFFECTS
Elder Dragon Bone
Any rarity armor upgrade material.
Carves 2
Carve Chance Material Slots
1-10 Lao-Shan Scale (A,W)
11-19 Lao-Shan Shell (A,W)
20 Lao-Shan Horn (A,W)
ARMOR MATERIAL EFFECTS
Lao-Shan Scale
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Lao-Shan Shell
Evasion+. You gain a +1 bonus to all saving throws and
you have advantage on Dexterity saving throws while
you wear this armor.
Lao-Shan Horn
While wearing this armor, any critical hit against you
becomes a normal hit.
WEAPON MATERIAL EFFECTS
Lao-Shan Scale
Your weapon deals an extra 2d6 bludgeoning damage
and it deals double damage to objects and structures.
Lao-Shan Shell
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Lao-Shan Horn
Steady Hand. Your weapon attacks critical hit range is
increased by 1 and it bypasses a creatures resistance to
slashing damage.
86
Challenge Rating 2
Carves 1
Carve Chance Material Slots
1-10 Piscine Liver (O)
11-15 Cephalos Scale (W)
16-19 Piscine Fang (W)
20 Cephalos Fin (A)
ARMOR MATERIAL EFFECTS
Cephalos Fin
You have advantage Wisdom (Medicine) checks
while you wear this armor.
WEAPON MATERIAL EFFECTS
Cephalos Scale (Bowgun only)
Load Up. Your normal ammo capacity increases by
10 while you are attuned to this weapon.
Piscine Fang
Your weapon deals an extra 1 slashing damage.
OTHER MATERIAL EFFECTS
Piscine Liver
After it is cooked (DC 11), it can be eaten to cure
any disease or poison.
Challenge Rating 7
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-3 1-2 Piscine Liver (O)
4-7 3-10 Cephalos Fin (A)
8-13 11-14 Cephalos Fang (A,W)
14-19 15-19 Med Monsterbone (O)
20 20 Coral Cephalos Scale (A,W)
ARMOR MATERIAL EFFECTS
Cephalos Fin
You have advantage Wisdom (Medicine) checks
while you wear this armor.
Cephalos Fang
You suffer no harm from temperatures as warm as
120 degrees Fahrenheit while you wear this armor
Coral Cephalos Scale
Constitution. The duration from slowing effects,
such as the slow spell or a copper dragon's breath
attack, are reduced by half while you wear this armor.
WEAPON MATERIAL EFFECTS
Cephalos Fang
Your cold spells deal extra 1d4 cold damage.
Coral Cephalos Scale (Range Weapon only)
Deadeye. Your weapon's normal attack range is
increased by 20 feet.
OTHER MATERIAL EFFECTS
Med Monsterbone
Rare armor upgrade material.
Piscine Liver
After it is cooked (DC 11), it can be eaten to cure
any disease or poison.
87
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-8 Monster Guts (O)
9-15 Quality Fin (A,W)
16-20 Sharpened Fang (A,W)
ARMOR MATERIAL EFFECTS
Quality Fin
While wearing this armor, your swimming speed is
increased by 5 feet.
Sharpened Fang
You reduce slashing damage you take by 2 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Quality Fin
Current Resist. While holding this weapon you are
unaffected by the waters current, natural or magical,
unless you otherwise choose to be.
Sharpened Fang
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-9 Gajau Skin (A)
10-16 Gajau Scale (A)
17-20 Gajau Whisker (W)
ARMOR MATERIAL EFFECTS
Gajau Skin
You reduce cold damage you take by 2 while you
wear this armor.
Gajau Scale
While wearing this armor, your swimming speed is
increased by 5 feet.
WEAPON MATERIAL EFFECTS
Gajau Whisker
Your weapon deals an extra 1 cold damage.
Challenge Rating 9
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 — Plesioth Fang (W)
5-15 1-7 Plesioth Scale (A)
16-18 8-12 Plesioth Fin (A,W)
— 13-16 Plesioth Webbing (A)
19 17-19 Plesioth Head (A,W)
20 20 Wyvern Stone (A,W)
ARMOR MATERIAL EFFECTS
Plesioth Scale
Airborne. While wearing this armor, you can cast the
jump spell from it as a bonus action at will, but can
target only yourself when you do so.
Plesioth Fin
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Plesioth Webbing
Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a
Bigger Creature (DMG 271).
Plesioth Head
Survivor. When an ally, that you can see, is reduced
to 0 hit points you can use your reaction to gain +1
AC, +1 damage, and +1 to attack rolls for 1 minute.
Once this ability has been used, it cannot be used
again until the next dawn.
Wyvern Stone
Wide-Range. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds;
all other creatures within a 10-foot radius of you gain
its effect.
WEAPON MATERIAL EFFECTS
Plesioth Fang
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration
of 1 minute or longer, the maximum duration of the
condition is increased by 6 seconds.
Plesioth Fin
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Plesioth Head
Capturer. When you capture a creature, you gain one
extra material from it.
Wyvern Stone
Quick Load. You can reload as a free action while you
are attuned to this weapon.
88
Challenge Rating 11
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-5 1-4 Jyuratodus Scale (A,W)
6-9 5-8 Jyuratodus Shell (A)
10-12 9-11 Lg Monster Bone (O)
13-15 12-14 Jyuratodus Fang (W)
— 15-17 Aqua Sac+ (W)
16-19 18-19 Jyuratodus Fin (A,W)
20 20 Jyuratodus Gem (A,W)
ARMOR MATERIAL EFFECTS
Jyuratodus Scale
While wearing this armor you ignore difficult terrain
created by muddy terrain, swamps, or other water
sources that are waist deep.
Jyuratodus Shell
While wearing this armor, you have a swimming
speed equal to your walking speed.
Jyuratodus Fin
You have resistance to cold damage while you wear
this armor.
Jyuratodus Gem
Your armor is caked in a mud like substance
increasing your AC by 3. Each time you are hit, some
of the mud breaks off reducing the bonus by 1. The
mud reforms on your armor when you finish a long
rest.
WEAPON MATERIAL EFFECTS
Jyuratodus Scale
FastCharge. When you roll for initiative, your
greatsword, longsword, or charge blade gains 1
charge, spirit, or phial charge.
Jyuratodus Fang
Your weapon deals an extra 1d6 cold damage.
Aqua Sac+
While you are attuned to this weapon, you can use an
action to cast the water breathing spell from it at
will.
Jyuratodus Fin
This weapon has 5 runes that it regains daily at dawn.
When you hit a creature or object, you can expend a
rune to cause the ground in a 20-foot radius around
the target to become muddy for 1 minute. The
muddy area is difficult terrain.
Jyuratodus Gem
Your cold spell deals an extra 1d6 cold damage.
OTHER MATERIAL EFFECTS
Lg Monster Bone
Very rare armor upgrade material.
Challenge Rating 13
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-6 1-6 Lavasioth Scale (A,W)
7-10 7-11 Lavasioth Carapace (A)
11-15 12-15 Lavasioth Fang (W)
16-19 16-18 Lavasioth Fin (A,W)
20 19-20 Lavasioth Gem (A,W)
ARMOR MATERIAL EFFECTS
Lavasioth Scale
Heat Guard. While wearing this armor you are
immune to damage from lava and you are unaffected
by extreme heat.
Lavasioth Carapace
You have resistance to fire damage while you wear
this armor.
Lavasioth Fin
Wide-Range. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds;
all other creatures within a 10-foot radius of you gain
its effect.
Lavasioth Gem
Recovery Up. Whenever you regain hit points from
any potion or plant, the first die is maximized.
WEAPON MATERIAL EFFECTS
Lavasioth Scale
Your weapon deals an extra 1d6 fire damage.
Lavasioth Fang (Range weapon only)
Spread/Power Up. While you are attuned to this
weapon, your spread ammo deals an extra 1d4
piercing damage and your power coating gains +1 to
attack rolls.
Lavasioth Fin
You gain a +1 bonus to your spell attack rolls and
spell save DC while attuned to this weapon. This
bonus increases to +2 when the spell you are casting
deals fire damage.
Lavasioth Gem (Spellcaster only)
This weapon has 7 runes. While holding it, you can
use an action to expend 1 or more of its runes to
cast the fireball spell (save DC 15) from it. For 1
rune, you cast the 3rd-level version of the spell. You
can increase the spell slot level by one for each
additional rune you expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the last runes, roll a d20. On a 1,
the weapon can't regain any runes for 1 week.
89
Challenge Rating 12
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-4 1-4 Beotodus Shard (A,W)
5-8 5-8 Beotodus Cortex (A)
9-12 9-12 Cryo Sac (A,W)
13-15 13-15 Beotodus Hardhorn (A,W)
16-19 16-18 Beotodus Grandfin (A,W)
20 19-20 Beotodus Gem (A,W)
ARMOR MATERIAL EFFECTS
Beotodus Shard
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to necrotic
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Beotodus Cortex
Aquatic/Polar Mobility. You ignore difficult terrain
created by ice or snow and you have a swimming speed
equal to your walking speed while you wear this armor.
Cryo Sac
You have resistance to cold damage while you wear this
armor.
Beotodus Hardhorn
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 1 level of exhaustion when the spell ends.
Beotodus Grandfin (Sorcerer, Warlock, & Wizard only)
This armor has two runes that it regains daily at dawn.
As an action you can expend one of these runes to cast
armor of agathys at 3rd level.
Beotodus Gem
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you
have.
WEAPON MATERIAL EFFECTS
Beotodus Shard (Druid, Sorcerer, & Wizard only)
While attuned to this weapon you know the ice knife
spell. If you have to prepare spells, you always have it
prepared, and it doesn't count against the number of
spells you can prepare each day.
Cryo Sac
Your weapon deals an extra 1d6 cold damage.
Beotodus Hardhorn
While wearing this armor you can use an action to cast
the snilloc’s snowball swarm spell from it. This property
can be used twice, regaining all expended uses daily at
dawn.
Beotodus Grandfin
When you hit a creature with this weapon they must
make a DC 13 Constitution saving throw. On a failed
saving throw, the creature is afflicted with iceblight for
1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to this
weapons trait for 24 hours.
Beotodus Gem
When you cast a spell that deals cold damage, you gain a
+2 bonus to its spell attack roll and you ignore half
cover when making a spell attack.
90
Challenge Rating 0
Carves 1
Carve Chance Material Slots
1-4 Altaroth Stomach (A)
5-10 Quality Sac (O)
11-13 Altaroth Jaw (W)
14-20 Monster Fluid (O)
ARMOR MATERIAL EFFECTS
Altaroth Stomach
Transporter. While you are attuned to this armor, you
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
WEAPON MATERIAL EFFECTS
Altaroth Jaw
Entomologist. When you capture an insect with a bug
net, you instead catch two.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be used
for weapons or armor.
Quality Sac
When placed into a trinket, that trinket becomes a bag
of holding and does not count against your number of
trinkets you can bring on a hunt.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-8 Bnahabra Shell (A)
9-16 Bnahabra Wing (W)
17-20 Monster Fluid (O)
ARMOR MATERIAL EFFECTS
Bnahabra Shell
You reduce necrotic damage you take by 2 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Bnahabra Wing
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-6 Hornetaur Shell (A)
7-12 Hornetaur Wing (A)
13-17 Monster Fluid (O)
18-20 Hornetaur Head (W)
ARMOR MATERIAL EFFECTS
Hornetaur Shell
You reduce necrotic damage you take by 2 while you
wear this armor.
Hornetaur Wing
While you wear this armor, you can use an action, to
magically clean yourself, your outfit, and your armor
itself of dirt, grime, sweat, and so forth.
WEAPON MATERIAL EFFECTS
Hornetaur Head
Your weapon deals an extra 1 necrotic damage.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
91
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Vespoid Shell (A,W)
11-17 Vespoid Wing (W)
18-20 Monster Fluid (O)
ARMOR MATERIAL EFFECTS
Vespoid Shell
Honey Hunter. Once per day, when you use an
herbalist kit to gather plants, you gather 1 honey
with it.
WEAPON MATERIAL EFFECTS
Vespoid Shell
While attuned to this weapon your save DC for
condition causing effects, such as the sleep spell, or
a material effect, is increased by 1.
Vespoid Wing
This weapon has 2 runes, that it regains daily at
dawn. When you hit a creature with this weapon you
can expend a rune to have the target make a DC 10
Constitution saving throw. On a failed save the target
is incapacitated and has its movement speed is
reduced to 0 for 1 minute. A creature can repeat this
saving throw at the end of their turn, ending the
effect on a success.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
Challenge Rating 1
Carves 2
Carve Chance Material Slots
1-4 Vespoid Abdomen (A,W)
5-12 QueenVespoidShl (A)
13-17 Monster Fluid (O)
18-20 VespoidQn'sCrown (W)
ARMOR MATERIAL EFFECTS
Vespoid Abdomen
While you wear this armor, the maximum number of
resources your party can gather on a hunt is
increased by 1.
QueenVespoidShl
Entomologist. When you capture an insect with a
bug net, you instead catch two.
WEAPON MATERIAL EFFECTS
Vespoid Abdomen (Spellcaster only)
You know the poison spray cantrip while wearing this
armor. If you already know it, the DC of the spell
increases by 1.
VespoidQn'sCrown
When you hit a creature with this weapon and it is
suffering from a condition, it takes an extra 2
damage of the same type dealt.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Thunderbug
11-16 Shocking Extract (W)
17-20 Monster Fluid (O)
WEAPON MATERIAL EFFECTS
Shocking Extract
While wearing this armor you know the shocking
grasp cantrip. If you already know this cantrip, you
gain a +1 bonus to its spell attack roll.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
92
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-12 Konchu Shell (A)
13-17 Sharp Fang (W)
18-19 Armor Sphere (O)
20 Monster Fluid (O)
ARMOR MATERIAL EFFECTS
Konchu Shell
While you are attuned to this armor, you can doff or
don it as an action.
WEAPON MATERIAL EFFECTS
Sharp Fang
Your slashing weapon deals an extra 1 slashing
damage.
OTHER MATERIAL EFFECTS
Armor Sphere
Uncommon armor upgrade material
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
Challenge Rating 3
Carves/Capture 2
Carve
Chance
Capture
Chance Material Slots
1-8 1-3 Seltas Shell (A)
9 4 Aqua Sac (A)
10-12 5-9 Seltas Wing (A,W)
13-15 10-13 Drone Substance (W,O)
16-18 14-17 Monster Fluid (O)
19-20 18-20 Seltas Horn (W)
ARMOR MATERIAL EFFECTS
Seltas Shell
You reduce cold and necrotic damage you take by 2
while you wear this armor.
Aqua Sac
You can hold breath underwater for twice as long as
normal while you wear this armor.
Seltas Wing
While wearing this armor you can use an action to
cast the feather fall spell from it. Once used, you
can't use this property again until the next dawn.
WEAPON MATERIAL EFFECTS
Seltas Wing (Gunlance only)
Artillery. While attuned to this weapon, your
wyvernfire can now be used twice per long rest.
Drone Substance
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they
hit a creature.
Seltas Horn (Bowgun only)
Load Up. Your normal ammo capacity increases by
10 while you are attuned to this weapon.
OTHER MATERIAL EFFECTS
Drone Substance
This oily like substance can be applied to the skin of
a medium or smaller creature. Applying the
substance takes 1 minute. The affected creature then
has advantage on Charisma (persuasion) checks for 1
hour. During this time if they attempt to charm a
creature with spells or spell like abilities, the targeted
creature has disadvantage on its saving throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
nearby seltas.
Monster Fluid
Uncommon or rare upgrade material that can be
used for weapons or armor.
93
Challenge Rating 11
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-8 1-4 S.Queen Shell (A,W)
9 5-6 Drone Substance (W,O)
10-15 7-13 S.Queen Pectus (A,W)
16-17 14-16 S.Queen Claw (A,W)
18-19 17-19 Torrent Sac (A,W)
20 20 S.Queen Extract (O)
ARMOR MATERIAL EFFECTS
S.Queen Shell
While wearing this armor you can summon a baby seltas
for 1 hour. During this time, it clings to your back and
grants you a flying speed of 10 feet.
S.Queen Pectus
Hero Shield. You have immunity to bludgeoning,
piercing, and slashing damage from CR 2 or lower
creatures while you wear this armor.
S.Queen Claw
You have resistance to cold damage while you wear this
armor.
Torrent Sac
While you are attuned to this armor, you can use a
bonus action to exhale an icy blast in a 15-foot cone.
Each creature in that area must make a DC 15 Dexterity
saving throw, taking 4d6 cold damage on a failed save,
or half as much damage on a successful one.
Once used, this property cannot be used again until you
finish a long rest.
WEAPON MATERIAL EFFECTS
S.Queen Shell (Gunlance only)
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add
your Strength modifier to the damage of your shell
attacks.
Drone Substance
Capture Expert. Tranq bombs & ammo roll an extra 3d8
when they hit a creature.
S.Queen Pectus (Bowgun only)
Load Up+. While attuned to this weapon, you increase
the maximum capacity for all of your ammo by 2.
S.Queen Claw
Ammo Saver+. When you make a ranged weapon attack
and roll a 15 or higher on the attack die, the
ammunition returns to you unbroken after hitting the
target(s).
Torrent Sac (Spellcaster only)
This weapon has 5 runes. While holding this weapon,
you can use an action to expend 1 or more of its runes
to cast one of the following Spells from it, using your
spell save DC: charm person (1 rune), feather fall (1
rune), ray of frost (1 rune), Enhance ability (2 runes), or
Enthrall (2 runes). The weapon regains 1d4 + 1
expended runes daily at dawn. If you expend the last
rune it cannot regain any runes for one week.
OTHER MATERIAL EFFECTS
S.Queen Extract
An upgrade material that can be used to upgrade your
weapons or armor to rare or very rare.
Drone Substance
This oily like substance can be applied to the skin of a
medium or smaller creature. Applying the substance
takes 1 minute. The affected creature then has
advantage on Charisma (persuasion) checks for 1 hour.
During this time if they attempt to charm a creature
with spells or spell like abilities, the targeted creature
has disadvantage on its saving throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
nearby seltas.
The Ahtal-ka has only 4 carves as other elder
dragons also do. If you do use the creature with its
paragon feature, add one additional carve for each
hit point pool it has.
The Ahtal-Nesto does not have it's own loot table. If
you choose to use the Ahtal-Nesto as its own
monster, use the ahtal-ka's loot table
94
Challenge Rating 23
Carves 4
Carve Chance Material Slots
1-2 Iridescent Carapace (A,W)
3-6 Ahtal-Ka Gold Cocoon (A,W)
7-8 Queen Substance (O)
9-11 Ahtal-Ka Purple Cocoon (A,W)
12-13 Ahtal-Ka Pheromone (A)
14-15 Royal Pyroxene (O)
16-17 Ahtal-Ka Foreblade (W)
18-19 Ahtal-Ka Fine Silk (A,W)
20 Ahtal-Ka Alluring Gem (A,W)
ARMOR MATERIAL EFFECTS
Iridescent Carapace
Secret Arts. Whenever you make a skill check with a skill
you are proficient in, you gain a +3 bonus to the roll.
Ahtal-Ka Gold Cocoon
Talisman boost. While wearing this armor, you double
the effect of the material in your trinket.
Ahtal-Ka Purple Cocoon
You have advantage on Wisdom (Insight) checks while
you wear this armor.
Ahtal-Ka Pheromone
You have resistance to necrotic damage while you wear
this armor.
Ahtal-Ka Fine Silk
If you aren't wearing light, medium, or heavy armor; your
base Armor Class is 14 + your Dexterity modifier.
Ahtal-Ka Alluring Gem
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Iridescent Carapace
Partbreaker+3. You deal an extra 1d10 damage when
you critically hit with this weapon.
Ahtal-Ka Gold Cocoon
Whenever you hit a creature with a range weapon attack,
you can use a bonus action to pull the creature 10 feet
towards you.
Ahtal-Ka Purple Cocoon
While holding this weapon, you gain a +3 bonus to spell
attack rolls. In addition, you ignore half cover when
making a spell attack.
Ahtal-Ka Foreblade
Your weapon deals an extra 1d8 slashing damage.
Ahtal-Ka Fine Silk
This weapon has 3 runes that are regained daily at dawn.
Once per turn when you hit a creature with this weapon
you can expend a rune to have the target make a DC 19
Wisdom saving throw or become frightened of you for
1 minute. A creature may repeat its saving throw at the
end of its turn, ending the effect on a successful save.
Ahtal-Ka Alluring Gem
Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
OTHER MATERIAL EFFECTS
Queen Substance
A potent pheromone sometimes released by the Ahtal-
Ka. It is highly valued by nobles (sell value 2000gp).
Royal Pyroxene
An upgrade material that can be used to upgrade your
weapons or armor to legendary.
95
Challenge Rating 6
Carves/Capture 3
Carve
Chance
Capture
Chance Material Slots
1-3 1-3 Rubbery Hide (A,W)
4-8 4-5 Nerscylla Shell (A)
9-10 6-8 Nerscylla Chelicera (A,W)
11-13 9-11 Drone Substance (O)
14-15 12 Monster Fluid (O)
16-17 13-14 N.Sleep Sac (A,W,O)
18-19 15-17 Nerscylla Claw (A,W)
20 18-20 Nerscylla Spike (A,W)
ARMOR MATERIAL EFFECTS
Rubbery Hide
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. Once you use
this property, you cannot use it again until you finish a
long rest.
Nerscylla Shell
Perceptive. You are proficient with perception checks
while wearing this armor.
Nerscylla Chelicera
Trap Master. While you wear this armor, you can set
pitfall traps or shock traps as a bonus action and you
can use an action to cast the snare spell from it. Once
used, the snare effect can't be used again until the next
dawn.
N.Sleep Sac
Negate Sleep. You cannot unwillingly be put to sleep by
any means while wearing this armor.
Nerscylla Claw
Spider Climb. While you wear this armor, you can move
up, down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You have a
climbing speed equal to your walking speed. However,
the armor doesn't allow you to move this way on a
slippery surface, such as one covered by ice or oil.
Nerscylla Spike
You have resistance to poison damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Rubbery Hide
While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a
line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
Nerscylla Chelicera
When you hit a creature with this weapon they must
make a DC 13 Constitution saving throw or become
poisoned until the end of their next turn.
N.Sleep Sac
When you poison a creature and they fail the saving
throw by 5 or more, the creature falls unconscious until
they take damage, are shaken awake, or the poison is
removed.
Nerscylla Claw
When you cast a spell that deals poison damage, you
gain a +1 bonus to its spell attack roll.
Nerscylla Spike
When you hit a creature or object that is within 60 feet
of you with a ranged weapon attack, you can use your
bonus action to pull the target 10 feet towards you.
OTHER MATERIAL EFFECTS
Drone Substance
This oily like substance can be applied to the skin of a
medium or smaller creature. Applying the substance
takes 1 minute. The affected creature then has
advantage on Charisma (persuasion) checks for 1 hour.
During this time if they attempt to charm a creature
with spells or spell like abilities, the targeted creature
has disadvantage on its saving throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas.
While in the wilds, there is a 50% chance to attract
nearby seltas.
Monster Fluid
Uncommon or rare upgrade material that can be used
for weapons or armor.
N.Sleep Sac
A Material that replaces the sleep herb when crafting
tranq bombs or tranq ammo.
96
Challenge Rating 11
Carves 6
Carve Chance Material Slots
1-4 Miralis Scale (A,W)
5-7 Miralis Fireback (A)
8-9 Miralis Fireclaw (W)
10 Gushing Magma (A)
11-13 Immortal Heart (A,W)
14-15 Miralis Smelter (W)
16-17 Miralis Hellwing (A,W)
18-19 Miralis Evil Eye (A,W)
20 Dire Dragongem (W)
ARMOR MATERIAL EFFECTS
Miralis Scale
Current Resist. While wearing this armor you are
unaffected by the waters current, natural or magical,
unless you otherwise choose to be.
Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while
you wear this armor.
Gushing Magma
Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
Immortal Heart
When you are below half of your maximum hit points,
you can use your bonus action to increase your AC by 2
for 1 minute. Once you use this feature, you cannot use
it again until you complete a short or long rest.
Miralis Hellwing
You have resistance to fire damage while you wear this
armor.
Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.
WEAPON MATERIAL EFFECTS
Miralis Scale
Your weapon deals an extra 1d6 slashing damage.
Miralis Fireclaw
Your weapon deals an extra 1d6 fire damage.
Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within
5 feet of you takes 5 points of fire damage. Also when
you cast a spell that deals fire damage, it deals extra
damage equal to 2 times the spells level as fire damage.
Miralis Smelter
This weapon has 3 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
expend a rune to have it make a DC 15 Wisdom saving
throw. On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the
end of your next turn.
Miralis Hellwing (Spellcaster only)
This weapon has 7 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
fireball spell (save DC 15) from it. For 1 rune, you cast
the 3rd-level version of the spell. You can increase the
spell slot level by one for each additional rune you
expend.
Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Dire Dragongem
Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or
at the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
97
Challenge Rating 18
Carves 6
Carve Chance Material Slots
1-4 T.Miralis Scale (A,W)
5-7 T.Miralis Fireback (A)
8-9 T.Miralis Fireclaw (W)
10 T.Gushing Magma (A)
11-13 T.Immortal Heart (A,W)
14-15 T.Miralis Smelter (W)
16-17 T.Miralis Hellwing (A,W)
18-19 T.Miralis Evil Eye (A,W)
20 T.Dire Dragongem (W)
ARMOR MATERIAL EFFECTS
T.Miralis Scale
Current Resist. While wearing this armor you are
unaffected by the waters current, natural or magical,
unless you otherwise choose to be.
T.Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while
you wear this armor.
T.Gushing Magma
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
T.Immortal Heart
When you are below half of your maximum hit points,
you can use your bonus action to increase your AC by 3
for 1 minute. Once you use this feature, you cannot use
it again until you complete a short or long rest.
T.Miralis Hellwing
You have immunity to fire damage while you wear this
armor.
T.Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.
WEAPON MATERIAL EFFECTS
T.Miralis Scale
Your weapon deals an extra 1d8 slashing damage.
T.Miralis Fireclaw
Your weapon deals an extra 1d8 fire damage.
T.Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within
5 feet of you takes 9 (2d8) points of fire damage. Also
when you cast a spell that deals fire damage, it deals
extra damage equal to 2 times the spells level as fire
damage.
T.Miralis Smelter
This weapon has 4 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
expend a rune to have it make a DC 16 Wisdom saving
throw. On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the
end of your next turn.
T.Miralis Hellwing (Spellcaster only)
This weapon has 7 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
fireball spell (save DC 16) from it. For 1 rune, you cast
the 3rd-level version of the spell. You can increase the
spell slot level by one for each additional rune you
expend.
T.Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
T.Dire Dragongem
Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
98
Challenge Rating 26
Carves 6
Carve Chance Material Slots
1-4 AT.Miralis Scale (A,W)
5-7 AT.Miralis Fireback (A)
8-9 AT.Miralis Fireclaw (W)
10 AT.Gushing Magma (A)
11-13 AT.Immortal Heart (A,W)
14-15 AT.Miralis Smelter (W)
16-17 AT.Miralis Hellwing (A,W)
18-19 AT.Miralis Evil Eye (A,W)
20 AT.Dire Dragongem (W)
ARMOR MATERIAL EFFECTS
AT.Miralis Scale
Current Resist. While wearing this armor you are
unaffected by the waters current, natural or magical,
unless you otherwise choose to be.
AT.Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while
you wear this armor.
AT.Gushing Magma
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
AT.Immortal Heart
When you are below half of your maximum hit points,
you can use your bonus action to increase your AC by 4
for 1 minute. Once you use this feature, you cannot use
it again until you complete a short or long rest.
AT.Miralis Hellwing
You have immunity to fire damage while you wear this
armor.
AT.Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.
WEAPON MATERIAL EFFECTS
AT.Miralis Scale
Your weapon deals an extra 1d10 slashing damage.
AT.Miralis Fireclaw
Your weapon deals an extra 2d6 fire damage.
AT.Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within
10 feet of you takes 9 (2d8) points of fire damage. Also
when you cast a spell that deals fire damage, it deals
extra damage equal to 2 times the spells level as fire
damage.
AT.Miralis Smelter
This weapon has 5 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
expend a rune to have it make a DC 17 Wisdom saving
throw. On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the
end of your next turn.
AT.Miralis Hellwing (Spellcaster only)
This weapon has 8 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
fireball spell (save DC 17) from it. For 1 rune, you cast
the 3rd-level version of the spell. You can increase the
spell slot level by one for each additional rune you
expend.
AT.Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
AT.Dire Dragongem
Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
When a character has three kirin materials socketed
into their equipment they gain the Kirin Favor
bonus.
Kirin Favor. Whenever you make a carve check, you
make the check with advantage.
99
Challenge Rating 12
Carves 4
Carve Chance Material Slots
1-4 Kirin Hide (A,W)
5-7 Kirin Mane (A,W)
8-10 Kirin Tail (A,W)
11-13 Kirin Thunderhorn (A,W)
14-15 Elder Dragon Blood (O)
16-18 Elder Dragon Bone (O)
19-20 Kirin Azure Horn (A,W)
ARMOR MATERIAL EFFECTS
Kirin Hide
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Kirin Mane
Control Lightning. Whenever you cast a cone or line
spell that deals lightning damage, you can choose any
location within 30 feet of you as the starting location.
Kirin Tail
Divine Blessing+. When you take damage you are not
immune or resistant to, roll a d6 and reduce the damage
you take by the number rolled. You can use this feature
a number of times equal to your Wisdom modifier. You
regain all expended uses when you finish a long rest.
Kirin Thunderhorn
You can't be paralyzed while you wear this armor.
Kirin Azure Horn
You have resistance to lightning damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Kirin Hide
Your weapon deals an extra 1d6 lightning damage.
Kirin Mane
This weapon has 3 runes which are regained every day at
dawn. When you hit a creature with this weapon, you
may expend a rune to have the target make a DC 14
Constitution saving throw. On a fail, the creature is
incapacitated and has its movement speed is reduced to
0 for 1 minute. The creature may repeat its saving throw
at the end of its turn, ending the effect on a success.
Kirin Tail
Critical Element (lightning). When you critically hit with
a weapon or spell that deals lightning damage, you deal
an extra 1d6 lightning damage.
Kirin Thunderhorn
When you cast a spell that deals lightning damage, you
gain a +2 bonus to its spell attack roll or you increase
the spell save DC by 2.
Kirin Azure Horn (Spellcaster only)
While you are holding this weapon, you can use an
action to cast the call lightning spell from it. Once used,
you can't use this property again until the next dawn.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
100
Challenge Rating 12
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 Lunastra Scale (A,W)
9-11 Lunastra Carapace (A,W)
12-14 Lunastra Tail (A,W)
15-16 Lunastra Wing (A,W)
17-18 Lunastra Mane (W)
19 Lunastra Horn (A,W)
20 Lunastra Gem (A,W)
ARMOR MATERIAL EFFECTS
Lunastra Scale
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
Lunastra Carapace
While you wear this armor, any creature that touches
you or hits you with a melee weapon attack takes 1d6
fire damage.
Lunastra Tail
You have resistance to fire damage while you wear this
armor.
Lunastra Wing
Evade Window. This armor has 3 runes, and it regains
1d3 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
Lunastra Horn
Wide-Range. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 10-foot radius of you gain its
effect.
Lunastra Gem
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you
have.
WEAPON MATERIAL EFFECTS
Lunastra Scale
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
Lunastra Carapace
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Lunastra Tail
Your weapon deals an extra 1d6 fire damage.
Lunastra Wing
When you hit a creature with a melee weapon attack
using this weapon, you can engulf the target in flames.
At the start of each of the engulfed creature’s turns, it
takes 1d4 fire damage and it can then make a DC 15
Dexterity saving throw, putting out the flames on a
successful save. Alternatively, the engulfed creature, or a
creature within 5 feet of it, can use an action to smother
the flames ending the effect. Once used, this property
can't be used again until you finish a short or long rest.
Lunastra Mane
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Lunastra Horn
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make
with a melee weapon, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
Lunastra Gem
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
101
Challenge Rating 19
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 T.Lunastra Scale (A,W)
9-11 T.Lunastra Carapace (A,W)
12-14 T.Lunastra Tail (A,W)
15-16 T.Lunastra Wing (A,W)
17-18 T.Lunastra Mane (W)
19 T.Lunastra Horn (A,W)
20 T.Lunastra Gem (A,W)
ARMOR MATERIAL EFFECTS
T.Lunastra Scale
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
T.Lunastra Carapace
While you wear this armor, any creature that touches
you or hits you with a melee weapon attack takes 1d8
fire damage.
T.Lunastra Tail
You have immunity to fire damage while you wear this
armor.
T.Lunastra Wing
Wide-Range+. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 20-foot radius of you gain its
effect.
T.Lunastra Horn
Health Boost+. Your hit point maximum increases by 2
for each character level you have while wearing this
armor.
T.Lunastra Gem
Fiery Protection. While wearing this armor you have
immunity to poison damage and the poisoned
condition. Also when you would gain a level of
exhaustion, you can choose to ignore it. Once you use
this property you can't use it until the next dawn.
WEAPON MATERIAL EFFECTS
T.Lunastra Scale
Guard. You cannot be pushed or knocked backwards
while you wear this armor.
T.Lunastra Carapace
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
T.Lunastra Tail
Your weapon deals an extra 1d8 fire damage.
T.Lunastra Wing
When you hit a creature with a melee weapon attack
using this weapon, you can engulf the target in flames.
At the start of each of the engulfed creature’s turns, it
takes 1d6 fire damage and it can then make a DC 17
Dexterity saving throw, putting out the flames on a
successful save. Alternatively, the engulfed creature, or a
creature within 5 feet of it, can use an action to smother
the flames ending the effect. Once used, this property
can't be used again until you finish a short or long rest.
T.Lunastra Mane
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
T.Lunastra Horn
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one additional damage die when it hits.
For example a shortsword now rolls 2d6 and a
greatsword deals 3d6.
T.Lunastra Gem
While holding this weapon your spell attack rolls and
spell save DC increase by +2. If the spell deals fire
damage, the bonus is increased to +3.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
102
Challenge Rating 13
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-7 Fire Dragon Scale (A,W)
8-10 Teostra Carapace (A,W)
11-12 Teostra Claw (W)
13-14 Teostra Webbing (A,W)
15-16 Teostra Tail (W)
17-18 Teostra Mane (W)
19 Teostra Horn (A,W)
20 Teostra Gem (A,W)
ARMOR MATERIAL EFFECTS
Fire Dragon Scale
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Teostra Carapace
While wearing this armor you can use an action to cast
the protection from energy(fire) spell from it. This
property can be used twice, regaining all expended uses
daily at dawn.
Teostra Webbing
While wearing this armor you have resistance to fire
damage.
Teostra Horn
Wide-Range. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 10-foot radius of you gain its
effect.
Teostra Gem (Spellcaster only)
While wearing this armor you can use an action to cast
the fire shield (warm shield) spell from it. Once used,
you can't use this property again until the next dawn.
WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Quick Load. You can reload as a free action while you
are attuned to this weapon.
Teostra Carapace (Bow only)
Special Ammo Boost+1. Your coating now coats up to
25 arrows and your dragonpiercer deals an extra 2d6
piercing damage.
Teostra Claw
Your weapon deals an extra 1d6 fire damage.
Teostra Webbing
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
Teostra Tail
Once per turn, when you hit a creature with a melee
weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
creature’s turns, it takes 1d4 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an
action to smother the flames ending the effect.
Teostra Mane
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Teostra Horn
Reckless Abandon. When you make your first attack on
your turn with this weapon, you can choose to without
care or regard for consequences. Doing so gives you
advantage on melee weapon attack rolls using Strength
during this turn, but you have disadvantage on all saving
throws and all attack rolls against you have advantage
until the start of your next turn.
Teostra Gem
Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or
at the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
103
Challenge Rating 20
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-7 T.Fire Dragon Scale (A,W)
8-10 T.Teostra Carapace (A,W)
11-12 T.Teostra Claw (W)
13-14 T.Teostra Webbing (A,W)
15-16 T.Teostra Tail (W)
17-18 T.Teostra Mane (W)
19 T.Teostra Horn (A,W)
20 T.Teostra Gem (A,W)
ARMOR MATERIAL EFFECTS
Fire Dragon Scale
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Teostra Carapace
While wearing this armor you can use an action to cast
the protection from energy(fire) spell from it. This
property can be used three times, regaining all
expended uses daily at dawn.
Teostra Webbing
While wearing this armor you have immunity to fire
damage.
Teostra Horn
Wide-Range+. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 20-foot radius of you gain its
effect.
Teostra Gem (Spellcaster only)
While wearing this armor you can use an action to cast
the fire shield (warm shield) spell from it. This property
can be used twice, regaining all expended uses daily at
dawn.
WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Quick Load. You can reload as a free action while you
are attuned to this weapon.
Teostra Carapace (Bow only)
Special Ammo Boost +2. Your coating now coats up to
30 arrows and your dragonpiercer deals an extra 3d6
piercing damage.
Teostra Claw
Your weapon deals an extra 1d10 fire damage.
Teostra Webbing
Weakness Exploit+ (fire). Your weapon deals max
damage to a creature that is vulnerable to fire or this
weapons damage type.
Teostra Tail
Once per turn, when you hit a creature with a melee
weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
creature’s turns, it takes 1d6 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an
action to smother the flames ending the effect.
Teostra Mane
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Teostra Horn
Reckless Abandon. When you make your first attack on
your turn with this weapon, you can choose to without
care or regard for consequences. Doing so gives you
advantage on melee weapon attack rolls using Strength
during this turn, but you have disadvantage on all saving
throws and all attack rolls against you have advantage
until the start of your next turn.
Teostra Gem
Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
104
Challenge Rating 14
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 Chameleos Speckled Hide (A)
9-11 Chameleos Webbing (A,W)
12-13 Chameleos Claw (A,W)
14 C.Deadly Poison Sac (A,W)
15-16 Chameleos Tail (A,W)
17-19 Chameleos Horn (A,W)
20 Chameleos Gem (A,W)
ARMOR MATERIAL EFFECTS
Chameleos Speckled Hide
While wearing this armor all creatures have disadvantage
on skills checks when trying to track you.
Chameleos Webbing
You have advantage on Dexterity (Stealth) checks while
you wear this armor.
Chameleos Claw
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
C.Deadly Poison Sac
You are immune to the poisoned condition while you
wear this armor.
Chameleos Tail
You have resistance to cold damage while you wear this
armor.
Chameleos Horn
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.
Chameleos Gem
While you are wearing this armor and you take damage,
you can use your reaction to magically turn invisible
until the start of your next turn or until you attack, make
a damage roll, or force someone to make a saving throw.
Once you use this property, you can't use it again until
you finish a short or long rest.
WEAPON MATERIAL EFFECTS
Chameleos Webbing
While attuned to this weapon, you know the poison
spray cantrip. If you already know the cantrip it deals
one extra die of damage.
Chameleos Claw
This weapon has 5 runes. When you hit a creature, you
can expend 1 of its runes to have the target make a DC
15 Constitution saving throw. On a failed save, the
creature is poisoned for 1 minute. A creature can repeat
its saving throw at the end of its turn, ending the effect
on a success.
This weapon regains 1d4+1 expended runes daily at
dawn.
C.Deadly Poison Sac
Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of
1 minute or longer, the maximum duration of the
condition is increased by 12 seconds.
Chameleos Tail
When you cast a spell that deals poison damage or
causes the poisoned condition, you can increase your
spell attack roll or spell save DC by 2.
Chameleos Horn
Status Crit (Poison). Whenever you critically hit with this
weapon, the target creature must make a DC 15
Constitution saving throw. On a failed save the target is
poisoned for 1 minute.
Chameleos Gem (Druid, Sorcerer, Warlock & Wizard
only)
This weapon has 10 runes While holding this weapon,
you can use an action to expend 1 or more of its runes
to cast one of the following Spells from it, using your
spell save DC: dragon's breath (poison) (1 rune), fog
cloud (1 rune), darkvision (2 runes), invisibility (2 runes)
or, stinking cloud (3 rune). The weapon regains 1d4 + 1
expended runes daily at dawn. If you expend the last
rune it cannot regain any runes for one week.
OTHER MATERIAL EFFECTS
C.Deadly Poison Sac
You can make a DC 17 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
success you create a vial of midnight tears (DMG p.
258). On a fail, the material is destroyed.
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
105
Challenge Rating 14
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 Namielle Finehide (A,W)
9-12 Namielle Hardclaw (A,W)
13-14 Namielle Whisker (A,W)
15-17 Namielle Fellwing (A,W)
18-19 Namielle Lash (A,W)
20 Namielle Mantle (A,W)
ARMOR MATERIAL EFFECTS
Namielle Finehide
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
Namielle Hardclaw
Blightproof. While wearing this armor you are immune
to blight spells, spell like abilities, and conditions.
Namielle Whisker
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
Namielle Fellwing
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 1 level of exhaustion when the spell ends.
Namielle Lash
While wearing this armor you have resistances to
lightning damage.
Namielle Mantle
While wearing this armor you have immunity to cold
damage.
WEAPON MATERIAL EFFECTS
Namielle Finehide
While attuned to this weapon, you can use an action to
cast the levitate spell on yourself at will.
Namielle Hardclaw
While you are attuned to this armor you can use a bonus
action to cast the dancing lights spell at will.
Namielle Whisker
When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn.
Namielle Fellwing
When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
lightning damage. A creature hit by this weapon takes an
extra 1d8 of the chosen damage type.
Namielle Lash (spellcaster only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
shape water (1 rune), create or destroy water (1 rune),
fog cloud (1 rune), call lightning (3 runes) or control
water (4 runes). The weapon regains 1d6 + 4 expended
runes daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
Namielle Mantle
You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
cold or lightning damage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
106
Challenge Rating 19
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 T.Namielle Finehide (A,W)
9-12 T.Namielle Hardclaw (A,W)
13-14 T.Namielle Whisker (A,W)
15-17 T.Namielle Fellwing (A,W)
18-19 T.Namielle Lash (A,W)
20 T.Namielle Mantle (A,W)
ARMOR MATERIAL EFFECTS
T.Namielle Finehide
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
T.Namielle Hardclaw
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
T.Namielle Whisker
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
T.Namielle Fellwing
Stamina Surge+2. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so and you
gain 1 level of exhaustion when the spell ends.
T.Namielle Lash
This armor has 3 runes, and it regains 1d3 expended
runes daily at dawn. While you wear it, you can use an
action and expend 1 rune to cause the armor to display
a shifting pattern of dazzling hues until the end of your
next turn. During this time, the armor sheds bright light
in a 30-foot radius and dim light for an additional 30
feet. Creatures that can see you have disadvantage on
attack rolls against you. In addition, any creature in the
bright light that can see you when the armor's power is
activated must succeed on a DC 15 Wisdom saving
throw or become stunned until the effect ends.
T.Namielle Mantle
While wearing this armor you have resistance to cold
damage and lightning damage.
WEAPON MATERIAL EFFECTS
T.Namielle Finehide
While attuned to this weapon, you can use an action to
cast the levitate spell on yourself at will.
T.Namielle Hardclaw
While you are attuned to this armor you can use a bonus
action to cast the dancing lights cantrip at will.
T.Namielle Whisker
When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn.
T.Namielle Fellwing
When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
lightning damage. A creature hit by this weapon takes an
extra 1d8 of the chosen damage type.
T.Namielle Lash (Spellcaster only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
shape water (1 rune), create or destroy water (1 rune),
fog cloud (1 rune), call lightning (3 runes), tidal wave (3
runes) or control water (4 runes). The weapon regains
1d6 + 4 expended runes daily at dawn. If you expend
the last rune it cannot regain any runes for one week.
T.Namielle Mantle
You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals
cold or lightning damage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
107
Challenge Rating 24
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood X2 (O)
3-4 Elder Dragon Bone X2 (O)
5-8 AT.Namielle Finehide (A,W)
9-12 AT.Namielle Hardclaw (A,W)
13-14 AT.Namielle Whisker (A,W)
15-17 AT.Namielle Fellwing (A,W)
18-19 AT.Namielle Lash (A,W)
20 AT.Namielle Mantle (A,W)
ARMOR MATERIAL EFFECTS
AT.Namielle Finehide
Tool Specialist. While wearing this armor your
proficiency bonus is double for any ability check made
with a tool you are proficient with.
AT.Namielle Hardclaw
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
AT.Namielle Whisker
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
AT.Namielle Fellwing
Stamina Surge+3. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so.
AT.Namielle Lash
This armor has 3 runes, and it regains 1d3 expended
runes daily at dawn. While you wear it, you can use an
action and expend 1 rune to cause the armor to display
a shifting pattern of dazzling hues until the end of your
next turn. During this time, the robe sheds bright light
in a 30-foot radius and dim light for an additional 30
feet. Creatures that can see you have disadvantage on
attack rolls against you. In addition, any creature in the
bright light that can see you when the armor's power is
activated must succeed on a DC 15 Wisdom saving
throw or become stunned until the effect ends.
AT.Namielle Mantle
While wearing this armor you have immunity to cold
damage and resistance lightning damage.
WEAPON MATERIAL EFFECTS
AT.Namielle Finehide
While attuned to this weapon, you can use an action to
cast the levitate spell on yourself or a bonus action to
cast the dancing lights cantrip at will.
AT.Namielle Hardclaw
When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn.
AT.Namielle Whisker
While you are attuned to this weapon, your cold and
lightning spells bypass a creature's damage resistance.
AT.Namielle Fellwing
When you finish a short or long rest you choose a
damage type. This damage type can be either cold or
lightning damage. A creature hit by this weapon takes an
extra 1d10 of the chosen damage type.
AT.Namielle Lash (Spellcaster only)
This weapon has 12 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
shape water (1 rune), create or destroy water (1 rune),
fog cloud (1 rune), call lightning (3 runes), tidal wave (3
runes), control water (4 runes), or chain lightning (6
runes). The weapon regains 1d8 + 4 expended runes
daily at dawn. If you expend the last rune it cannot
regain any runes for one week.
AT.Namielle Mantle
You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
cold or lightning damage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
108
Challenge Rating 15
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 Daora Dragon Scale (A,W)
9-11 Daora Carapace (A,W)
12-14 Daora Claw (A,W)
15 Daora Tail (W)
16-17 Daora Webbing (A,W)
18-19 Daora Horn (A,W)
20 Daora Gem (A,W)
ARMOR MATERIAL EFFECTS
Daora Dragon Scale
Handicraft+2. For 24 hours, you gain proficiency with
two artisan tools of your choice each dawn.
Daora Carapace
Heat Guard. While wearing this armor you are immune
to damage from lava and you are unaffected by extreme
heat.
Daora Claw
Evade Extender (M). You gain a +2 bonus to Dexterity
saving throws while you wear this armor.
Daora Webbing
Evade Window. This armor has 3 runes, and it regains
1d3 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
Daora Horn
Wind Barrier. While you are attuned to this armor, you
can use an action to summon a wind barrier around you
for 1 minute. While the barrier is active, you have half
cover against range attacks, resistance to nonmagical
ammunition, and disperse any fog like effect in a 5-foot
radius around you. Once used, you can't use this
property again until you finish a long rest.
Daora Gem
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Daora Dragon Scale
While attuned to this weapon, you know the gust
cantrip. If you already know the cantrip you can cast it as
a bonus action instead.
Daora Carapace
FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
spirit, or phial charge.
Daora Claw
Your weapon deals an extra 1d8 cold damage.
Daora Tail
Critical Element (cold). When you critically hit with a
weapon or spell that deals cold damage, you deal an
extra 1d6 cold damage.
Daora Webbing
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Daora Horn
As an action you can release a blast of strong wind in a
45-foot line that is 5 feet wide. Each creature in the line
must succeed on a DC 17 Strength saving throw, taking
5d6 thunder damage and is pushed 15-feet back on a
failed save or half as much on a successful one and is
not pushed back. Once used, you can't use this property
again until you finish a long rest.
Daora Gem (Druid, Sorcerer, & Wizard only)
This weapon has 6 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast the
dust devil spell from it. For 1 rune, you cast the 2nd-
level version of the spell. You can increase the spell slot
level by one for each additional rune you expend.
The weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20.
On a 1, you can't regain any runes on this weapon for 1
week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
109
Challenge Rating 16
Carves 4
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 Valstrax Shard (A,W)
9-10 Valstrax Hardclaw (A,W)
11-13 Valstrax Cortex (A,W)
14-16 Shimmering Dragonfluid (A,W)
17-19 Valstrax Helixtail (A,W)
20 Ruby Dragon Mindstone (A,W)
ARMOR MATERIAL EFFECTS
Valstrax Shard
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Valstrax Hardclaw
While you wear this armor, you can use a bonus action
and click the armor’s boots' heels together. If you do,
your walking speed doubles, and any creature that
makes an opportunity attack against you has
disadvantage on the attack roll. If you click your heels
together again, you end the effect.
When the armors' property has been used for a total of
10 minutes, the magic ceases to function until you
finish a long rest.
Valstrax Cortex
While wearing this armor, difficult terrain doesn't cost
you extra movement. In addition, magic can neither
reduce your speed nor cause you to be paralyzed or
restrained.
Shimmering Dragonfluid
While wearing this armor you can use an action to speak
its command word. This causes a pair of metallic dragon
wings to appear on your back for 1 hour or until you
repeat the command word as an action. The wings give
you a flying speed of 60 feet. When they disappear, you
can't use them again for 1d12 hours.
Valstrax Helixtail
You have immunity to necrotic damage while you wear
this armor
Ruby Dragon Mindstone
Dragonheart. When you fall below half of your maximum
hit points you gain the dragonblight condition for 1
minute. While affected by dragonblight, you have
resistance to cold, fire, lightning, and necrotic damage.
WEAPON MATERIAL EFFECTS
Valstrax Shard (spellcaster only)
You know the firebolt cantrip while wearing this armor.
If you already know it, you gain a +1 bonus to its spell
attack roll.
Valstrax Hardclaw
Your weapon deals an extra 1d6 piercing damage.
Valstrax Cortex
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Shimmering Dragonfluid
Crisis+. While suffering from an abnormal status effect,
such as poisoned, burning, slowed, blinded, etc, all
attacks and spells deal an extra 1d12 spell or weapon
damage.
Valstrax Helixtail
This weapon has 3 runes which are regained daily at
dawn. Once per turn when you hit a creature with this
weapon you can expend a rune to have the target make
a DC 17 Wisdom saving throw or become frightened of
you for 1 minute. A creature may repeat its saving throw
at the end of its turn, ending the effect on a successful
save.
Ruby Dragon Mindstone
Your weapon deals an extra 1d8 piercing damage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
110
Challenge Rating 17
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 Amatsu Carapace (A)
9-11 Amatsu Pleura (W)
12-13 Storm Vesicle (A,W)
14 Amatsu Webbing (A,W)
15 Amatsu Hardclaw (W)
16-18 Amatsu Stormtail (A,W)
19 Amatsu Horn (A,W)
20 Heavenly Dragongem (A,W)
ARMOR MATERIAL EFFECTS
Amatsu Carapace
When a ranged weapon attack hits you while wearing
this armor, you can use your reaction to reduce the
damage by 1d10 + your Dexterity modifier, provided
that you have a free hand. If you reduce the damage to
0, you can catch the missile if it is small enough for you
to hold in that hand.
Storm Vesicle
While you wear this armor, you can cast the levitate
spell from it as an action at will, but can target only
yourself when you do so.
Amatsu Webbing
Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Amatsu Stormtail
You have advantage on saving throws against spells
while you wear this armor.
Amatsu Horn
You have immunity to cold damage while you wear this
armor.
Heavenly Dragongem
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you
for 1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect
in a 10-foot radius around you. Once used, you can't use
this property again until you finish a long rest.
WEAPON MATERIAL EFFECTS
Amatsu Pleura (Druid, Sorcerer, Warlock & Wizard only)
This weapon has 8 runes. While holding this weapon,
you can use an action to expend 1 or more of its runes
to cast one of the following spells from it, using your
spell save DC: dragon's breath (cold) (1 rune), fog cloud
(1 rune), gust of wind (2 runes), wind wall (3 runes) or,
sleet storm (3 rune). The weapon regains 1d4 + 1
expended runes daily at dawn. If you expend the last
rune it cannot regain any runes for one week.
Storm Vesicle
Partbreaker+2. You deal an extra 1d8 weapon damage
when you critically hit with this weapon.
Amatsu Webbing
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Amatsu Hardclaw
Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or
at the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short
or long rest before you can use this property again.
Amatsu Stormtail
Your weapon deals an extra 1d8 radiant damage.
Amatsu Horn
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals
thunder damage.
Heavenly Dragongem (Spellcaster only)
While wearing this armor you can use an action to cast
the control weather spell from it. Once used, you can't
use this property again for 1 week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Challenge Rating 17
Carves 4
Carve Chance Material Slots
1 Elder Dragon Bone (O)
2 Elder Dragon Blood (O)
3-7 Crystal Shard (A,W)
8-11 Velkhana Cortex (A,W)
12-14 Velkhana Lash (A,W)
15-17 Velkhana Hardclaw (A,W)
18-19 Velkhana Crownhorn (A,W)
20 Velkhana Crystal (A,W)
ARMOR MATERIAL EFFECTS
Crystal Shard
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current
location by any means.
Velkhana Cortex
Divine Blessing+2. When you take damage you are not
immune or resistant to, roll a d8 and reduce the damage
you take by the number rolled. You can use this property
a number of times equal to your Wisdom modifier. You
regain all expended uses when you finish a long rest.
Velkhana Lash
While you wear this armor you are immune to the
iceblight disease.
Velkhana Hardclaw
When a creature that touches or hits you with a melee
weapon attack while within 5 feet of you, you can use
your reaction to have it make a DC 15 Constitution
saving throw. On a failed save, the creature is afflicted
with iceblight for 1 minute. A creature may repeat its
saving throw at the end of its turn, ending the effect on
a success. You may use this property a number of times
equal to your Constitution modifier (minimum of 1),
regaining all expended uses when you finish a long rest.
Velkhana Crownhorn (Sorcerer, Warlock, & Wizard only)
This armor has two runes that it regains daily at dawn.
As an action you can expend one of these runes to cast
armor of agathys at 4th level from it.
Velkhana Crystal
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Crystal Shard
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Velkhana Cortex
While attuned to this weapon you can use an action to
cast the wall of ice spell from it, but it deals no damage
and the wall is only 3 feet high.
Velkhana Lash
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale ice
in a 30-foot line that is 5 feet wide. Each creature in that
line must make a DC 15 Dexterity saving throw, taking
5d6 cold damage on a failed save, or half as much
damage on a successful one.
You can use this property twice, regaining all expended
uses when you finish a long rest
Velkhana Hardclaw
Your cold spells bypass a creature's resistance to cold
damage while you are attuned to this weapon.
Velkhana Crownhorn
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15
or higher.
Velkhana Crystal
Coalescence. Whenever you succeed on a saving throw
to end a condition, you gain a +1 bonus to your attack
rolls and spell save DC, and your weapon or spell attacks
deal an extra 1d4 cold, fire, or lightning damage (your
choice) until the end of your next turn.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Set bonus (2): When you critically hit with a weapon
or spell that deals cold damage, you deal an extra
1d8 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When you
draw this weapon, it deals an extra 1d8 cold
damage for the next 4 rounds.
112
Challenge Rating 22
Carves 4
Carve Chance Material Slots
1 Elder Dragon Bone (O)
2 Elder Dragon Blood (O)
3-7 T.Crystal Shard (A,W)
8-11 T.Velkhana Cortex (A,W)
12-14 T.Velkhana Lash (A,W)
15-17 T.Velkhana Hardclaw (A,W)
18-19 T.Velkhana Crownhorn (A,W)
20 T.Velkhana Crystal (A,W)
ARMOR MATERIAL EFFECTS
T.Crystal Shard
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current
location by any means.
T.Velkhana Cortex
Divine Blessing+3. When you take damage you are not
immune or resistant to, roll a d10 and reduce the
damage you take by the number rolled. You can use this
property a number of times equal to your Wisdom
modifier. You regain all expended uses when you finish
a long rest.
T.Velkhana Lash
While you wear this armor you are resistant to cold
damage and immune to the iceblight disease.
T.Velkhana Hardclaw
When a creature that touches or hits you with a melee
weapon attack while within 5 feet of you, you can use
your reaction to have it make a DC 16 Constitution
saving throw. On a failed save, the creature is afflicted
with iceblight for 1 minute. A creature may repeat its
saving throw at the end of its turn, ending the effect on
a success. You may use this property a number of times
equal to 1 + your Constitution modifier (minimum of 1),
regaining all expended uses when you finish a long rest.
T.Velkhana Crownhorn (Sorcerer, Warlock, and Wizard
only)
This armor has two runes that it regains daily at dawn.
As an action you can expend one of these runes to cast
armor of agathys at 5th level from it.
T.Velkhana Crystal
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
T.Crystal Shard
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
T.Velkhana Cortex
While attuned to this weapon you can use an action to
cast the wall of ice (save DC 17) spell from it, but it
deals only 5d6 cold damage and the wall is only 5 feet
high.
T.Velkhana Lash
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale ice
in a 30-foot line that is 5 feet wide. Each creature in that
line must make a DC 16 Dexterity saving throw, taking
6d6 cold damage on a failed save, or half as much
damage on a successful one.
You can use this property twice, regaining all expended
uses when you finish a long rest
T.Velkhana Hardclaw
Your cold spells bypass a creatures resistance to cold
damage while you are attuned to this weapon.
T.Velkhana Crownhorn
Critical Draw++. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 13
or higher.
T.Velkhana Crystal
Coalescence+. Whenever you succeed on a saving throw
to end a condition, you gain a +2 bonus to your attack
rolls and spell save DC, and your weapon or spell attacks
deal an extra 1d6 cold, fire, or lightning damage (your
choice) until the end of your next turn.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Set bonus (2): When you critically hit with a weapon
or spell that deals cold damage, you deal an extra
1d10 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When you
draw this weapon, it deals an extra 1d10 cold
damage for the next 4 rounds.
113
Challenge Rating 27
Carves 4
Carve Chance Material Slots
1 Elder Dragon Bone (O)
2 Elder Dragon Blood (O)
3-7 AT.Crystal Shard (A,W)
8-11 AT.Velkhana Cortex (A,W)
12-14 AT.Velkhana Lash (A,W)
15-17 AT.Velkhana Hardclaw (A,W)
18-19 AT.Velkhana Crownhorn (A,W)
20 AT.Velkhana Crystal (A,W)
ARMOR MATERIAL EFFECTS
AT.Crystal Shard
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current
location by any means.
AT.Velkhana Cortex
Divine Blessing+4. When you take damage you are not
immune or resistant to, roll a d12 and reduce the
damage you take by the number rolled. You can use this
property a number of times equal to your Wisdom
modifier. You regain all expended uses when you finish
a long rest.
AT.Velkhana Lash
While you wear this armor you are resistant to cold
damage and immune to the iceblight disease.
AT.Velkhana Hardclaw
When a creature that touches or hits you with a melee
weapon attack while within 5 feet of you, you can use
your reaction to have it make a DC 16 Constitution
saving throw. On a failed save, the creature is afflicted
with iceblight for 1 minute. A creature may repeat its
saving throw at the end of its turn, ending the effect on
a success. You may use this property a number of times
equal to 1 + your Constitution modifier (minimum of 1),
regaining all expended uses when you finish a long rest.
AT.Velkhana Crownhorn (Sorcerer, Warlock, and Wizard
only)
This armor has two runes that it regains daily at dawn.
As an action you can expend one of these runes to cast
armor of agathys at 6th level from it.
AT.Velkhana Crystal
You have immunity to cold damage and resistance to
radiant damage while you wear this armor.
WEAPON MATERIAL EFFECTS
AT.Crystal Shard
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
AT.Velkhana Cortex
While attuned to this weapon you can use an action to
cast the wall of ice (save DC 19) spell from it.
AT.Velkhana Lash
While you are attuned to this armor, you can use a
bonus action to speak its command word and exhale ice
in a 30-foot line that is 5 feet wide. Each creature in that
line must make a DC 17 Dexterity saving throw, taking
7d6 cold damage on a failed save, or half as much
damage on a successful one.
You can use this property twice, regaining all expended
uses when you finish a long rest
AT.Velkhana Hardclaw
While you are attuned to this weapon, your cold spells
deal full damage to a creature that has resistance to cold
damage and half damage to a creature that has
immunity to cold damage.
AT.Velkhana Crownhorn
Critical Draw++. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 13
or higher.
AT.Velkhana Crystal
Coalescence+. Whenever you succeed on a saving throw
to end a condition, you gain a +3 bonus to your attack
rolls and spell save DC, and your weapon or spell attacks
deal an extra 1d8 cold, fire, or lightning damage (your
choice) until the end of your next turn.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
114
Challenge Rating 18
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-6 Dalamadur Glaive (W)
7-8 Dalamadur Gazer (A)
9-10 Dalamadur Steel (A,W)
11 D.Vortex Bone (A,W)
12 Dalamadur Pectus (A,W)
13 Dalamadur Talon (W)
14-15 Dalam Tail Scale (A,W)
16-17 Dalam Tail Shell (W)
18-19 Dalamadur Fanblade (W)
20 Skyblade Gem (A,W)
ARMOR MATERIAL EFFECTS
Dalamadur Gazer
Guts+. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a long rest.
Dalamadur Steel
While wearing this armor you have resistance to poison
damage. You can also communicate with snakes and
snake-like creatures as though you shared a language.
D.Vortex Bone
While you are attuned to this armor, you can use an
action to speak its command word to cast the
polymorph spell from it and turn into a giant constrictor
snake (MM p.324) that resembles the dalamadur. Once
used, this property can't be used again until the next
dawn.
Dalamadur Pectus
You cannot be paralyzed while you wear this armor.
Dalam Tail Scale
Iron Wall. You have a +2 bonus to your armor class
while you wear this armor.
Skyblade Gem
You have resistance to cold and fire damage while you
wear this armor.
WEAPON MATERIAL EFFECTS
Dalamadur Glaive
Siege. This weapon deals double damage to objects and
structures.
Dalamadur Steel
Blast Coat. This material provides one of the following
weapon properties depending on which weapon it is
placed in:
(Heavy Bowgun) Your cluster ammo deals an extra
2d6 fire damage.
(Bow) Your blast coating deals an extra 1d6 fire
damage.
D.Vortex Bone
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Dalamadur Pectus
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Dalamadur Talon (Bladed Weapon only)
Honed Blade. This weapons damage die is increased by
1 size up to a maximum of a d10. A d6 becomes a d8,
and a d8 becomes a d10.
Dalam Tail Scale (Spellcaster only)
You know the melf's minute meteors spell while
wearing this armor. If you already know the spell, you
cast it as if it was one level higher than the spell slot you
use.
Dalam Tail Shell
This weapon has 3 runes which are regained daily at
dawn. Once per turn when you hit a creature with this
weapon you can expend a rune to have the target make
a DC 17 Wisdom saving throw or become frightened of
you for 1 minute. A creature may repeat its saving throw
at the end of its turn, ending the effect on a successful
save.
Dalamadur Fanblade
At the start of your turn if a creature is grappled or
restrained by you, that creature takes 1d6 bludgeoning
damage.
Skyblade Gem
This weapon has 3 runes which are regained daily at
dawn. As an action you can expend a rune to have the
target make a DC 17 Charisma saving throw or become
charmed by you as if you cast the charm person spell.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
115
Challenge Rating 18
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Tsukami Fluid (A,W)
5-9 Tsukami Hide (A,W)
10-14 Dragonwood (O)
15-16 Dragonmoss (A,W)
17-20 Tsukami Fillet (A,W)
ARMOR MATERIAL EFFECTS
Tsukami Fluid
You have advantage on saving throws against
paralysis while you wear this armor.
Tsukami Hide
Speed Eating. While you are attuned to this armor,
you can use any consumable, such as a potion or
food, as a bonus action; so long as you are the one
consuming it.
Dragonmoss
While wearing this armor, your Strength score
changes to 25.
Tsukami Fillet
All Resist. You have resistances to fire, cold, and
lightning damage while you wear this armor.
WEAPON MATERIAL EFFECTS
Tsukami Fluid (Bowgun only)
Load Up+. While attuned to this weapon, you
increase the maximum capacity for all of your ammo
by 2.
Tsukami Hide
While you are attuned to this weapon, you can make
one attack with it as a bonus action on each of your
turns.
Dragonmoss
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.
Tsukami Fillet (Bow only)
Paralysis Coating Up. When a creature must succeed
on a saving throw after being hit by an arrow coated
with the paralysis coating, or when it repeats its
saving throw in an attempt to end the effect, it does
so at disadvantage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Dragonwood
Any rarity armor or weapon upgrade material.
116
Challenge Rating 19
Carves 6
Carve Chance Material Slots
1-5 Gogmazios Battlement (A,W)
6-9 Gogmazios Fortress (A,W)
10-11 Gogmazios Offenders (A,W)
12 Gogmazios Fiberwing (A,W)
13 Heavy Drakesbone Oil (O)
14-16 Gogmazios Briartail (A,W)
17-19 Gogmazios Gasher (W)
20 Wartorn Dragonsphire (A,W)
ARMOR MATERIAL EFFECTS
Gogmazios Battlement
Handicraft+2. For 24 hours, you gain proficiency with
two artisan tools of your choice each dawn.
Gogmazios Fortress
Bounty Hunter. Whenever you carve a creature of CR 5
or higher, you can carve it two extra times. This property
does not stack with any other carve effect equipped by
your or others.
Gogmazios Offenders
Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Gogmazios Fiberwing
You have resistance to cold damage while you wear this
armor.
Gogmazios Briartail
Evade Extender (L). You have a +3 bonus to Dexterity
saving throws while you wear this armor.
Wartorn Dragonsphire
You have immunity to cold damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Gogmazios Battlement (Bladed Weapon)
Speed Sharpening. You can spend 1 minute sharpening
a bladed weapon. When you hit a creature for the first
time after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Gogmazios Fortress
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Gogmazios Offenders
Enlightened Blade. You have advantage on Intelligence
(Arcana) checks and you increase any elemental damage
die your weapon deals by one size. IE: a d6 becomes a
d8.
Gogmazios Fiberwing
Your weapon deals an extra 1d8 fire damage.
Gogmazios Briartail
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Gogmazios Gasher
This weapon has 3 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can
expend a rune to have it make a DC 17 Dexterity saving
throw. On a failed save, the target is tarred until they
escape (DC 17) or until they take fire damage.
Wartorn Dragonsphire
This material acts as a Rune material. When you hit a
creature with this weapon, roll 5d8. If the creature's
remaining hit points are below the number rolled, that
creature falls unconscious for 1 minute, until the
creature takes damage, or until someone uses an action
to shake or slap the creature awake. Once the creature
wakes up, they are immune to this weapons effect for
24 hours.
OTHER MATERIAL EFFECTS
Heavy Drakesbone Oil
This dark, thick, flammable oil. The oil can coat one
slashing or piercing weapon or up to 5 pieces of
slashing or piercing Ammunition. Applying the oil takes
1 minute. For 1 hour, the coated item is magical and it
deals an extra 2d6 fire damage to any target it hits.
117
Challenge Rating 20
Carves 6
Carve Chance Material Slots
1-6 Nakarkos Hide (A,W)
7-11 Nakarkos Arm Brace (A,W)
12-15 Radiant Mucus (W)
16-17 Nakarkos Cuttlebone (A,W)
18-19 Nakarkos Fang (W)
20 Nakarkos Soul Orb (A,W)
ARMOR MATERIAL EFFECTS
Nakarkos Hide
You have advantage on Wisdom (Insight) checks while
you wear this armor.
Nakarkos Arm Brace
Adrenaline. The first time you drop below half of your
hit points maximum in combat. You gain a rush of
Adrenaline. On your next turn your movement speed
doubles and you can take one extra action.
Nakarkos Cuttlebone
Survivor+. When an ally, that you can see, is reduced to
0 hit points you can use your reaction to gain +2 AC, +2
damage, and +2 to attack rolls for 1 minute. Once used,
this property can't be used again until the next dawn.
Nakarkos Soul Orb (Sorcerer, Warlock, and Wizard only)
This armor has two runes that it regains daily at dawn.
As an action you can expend one of these runes to cast
armor of agathys at 5th level. When the spell deals its
damage, it deals it as piercing damage instead of as cold
damage.
WEAPON MATERIAL EFFECTS
Nakarkos Hide
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Nakarkos Arm Brace
Furor. When you are below one-tenth of your maximum
hit points, your melee weapon attacks with this weapon
deal maximum damage.
Radiant Mucus
While holding this weapon, you can use your bonus
action to transform the weapon into a tentacle rod
(DMG 208) or back to its original form. Each tentacle
on the rod has a different damage type: tentacle one,
fire; tentacle two, lightning; tentacle three, bludgeoning.
Nakarkos Cuttlebone
Crisis+. While suffering from an abnormal status effect,
such as poisoned, burning, slowed, blinded, etc, all
attacks and spells deal an extra 1d12 spell or weapon
damage.
Nakarkos Fang
Trump Card. You have advantage on attack rolls against
creatures that are grappled.
Nakarkos Soul Orb
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of
consumables is increased by 50%.
118
Challenge Rating 21
Carves 6
Carve Chance Material Slots
1-3 Elder Dragon Blood (O)
4-7 Alatreon Scute (A,W)
8-9 Alatreon Talon (W)
10-11 Alatreon Webbing (A,W)
12-14 Alatreon Tail (W)
15-18 Alatreon Plate (A,W)
19 Skypiercer (A,W)
20 Azure Dragongem (W)
ARMOR MATERIAL EFFECTS
Alatreon Scute
Blightproof. While wearing this armor you are immune
to blight spells, spell like abilities, and conditions.
Alatreon Webbing
Evade Extender (L). You gain a +3 bonus to Dexterity
saving throws while you wear this armor.
Alatreon Plate
While wearing this armor, any critical hit against you
becomes a normal hit.
Skypiercer
You have resistance to piercing damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Alatreon Scute
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one additional damage die when it hits.
For example a shortsword now rolls 2d6 and a
greatsword deals 3d6.
Alatreon Talon
Critical Element. When you critically hit with a weapon
or spell that deals cold, fire, lightning, necrotic, or
thunder damage, you deal an extra 1d6 damage of that
type.
Alatreon Webbing (Range weapon only)
Bonus Shot. When you take the attack action, you can
make one additional attack with this weapon as a bonus
action.
Alatreon Tail
You gain +3 to spell attack rolls and you ignore half
cover when making a spell attack.
Alatreon Plate
Your weapon deals an extra 1d10 damage. This damage
can be cold, fire, lightning, or necrotic damage (your
choice).
Skypiercer
Elemental Atk Up. If your weapon deals cold, fire,
lightning, or necrotic damage and you hit a creature
with this weapon; roll one additional damage die for the
elemental damage.
Azure Dragongem (Druid, Sorcerer, Warlock, & Wizard
only)
The weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
call lightning (3 runes). flame strike (5 runes), or ice
storm (4 runes).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain any runes for one week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
119
Challenge Rating 21
Carves 9
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-7 Golden Shell (A,W)
8-10 Golden Spiralhorn (A,W)
11-13 Golden Scale (A,W)
14-16 Golden Tailshell (A,W)
17-19 Golden Nugget (O)
20 Golden Glimstone (A,W)
ARMOR MATERIAL EFFECTS
Golden Shell
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
Golden Spiralhorn
You can't be stunned while you wear this armor.
Golden Scale
You have resistance to lightning and thunder damage
while you wear this armor.
Golden Tailshell
Wide-Range+. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
other creatures within a 20-foot radius of you gain its
effect.
Golden Glimstone
You have immunity to fire damage while you wear this
armor.
WEAPON MATERIAL EFFECTS
Golden Shell
Your weapon deals an extra 1d8 fire damage.
Golden Spiralhorn
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make
with a melee weapon, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
Golden Scale
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals fire
damage.
Golden Tailshell (Melee Weapon only)
Whenever you hit a creature with this weapon they
ignite in flames. At the start of each of its turns, the
creature must make a DC 17 Constitution saving throw.
On a failed save, it takes 1d8 fire damage. On a
successful save, the flames are smothered. If the target
or a creature within 5 feet of it uses an action to put out
the flames, or if some other effect douses the flames
(such as the target being submerged in water), the
effect ends and the creature is immune to this weapon
effect for the next 24 hours.
Golden Glimstone
Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
Dual Blades. Demon/Archdemon Mode duration is
increased by 30 seconds.
Great Sword Guard grants a +4 AC bonus for the
duration of the turn it is used.
Hunting Horn. Melodies duration is increased by 1
minute.
Insect Glaive. Kinsects Essence duration is increased
by 1 minute.
Lance Powerguard grants a +4 AC bonus for the
duration of the turn it is used.
Switch Axe. Coat Weapon duration is increased by 1
minute.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Golden Nugget
A glittering white gold nugget from Kulve Taroth valued
at 3,000 gp.
120
Challenge Rating 23
Carves 6
Carve Chance Material Slots
1-3 Elder Dragon Bone (O)
4-5 Elder Dragon Blood (O)
6-9 Nergigante Regrowth Plate (A,W)
10-12 Nergigante Carapace (A,W)
13-15 Nergigante Talon (A,W)
16-17 Nergigante Tail (A,W)
18-19 Immortal Dragonscale (A,W)
20 Nergigante Gem (A,W)
ARMOR MATERIAL EFFECTS
Nergigante Regrowth Plate
While wearing this armor, you regain 1d6 Hit Points
every 10 minutes, provided that you have at least 1 hit
point. If you lose a body part, the armor causes the
missing part to regrow and return to full functionality
after 1d6 + 1 days if you have at least 1 hit point the
whole time.
Nergigante Carapace
Stamina Surge+3. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so.
Nergigante Talon
When a creature within 5 feet of you hits you with a
melee attack, you can use your reaction to deal 2d4
piercing damage to them. This damage bypasses
resistance and immunity, and can't be reduced or
avoided by any means.
Nergigante Tail
While wearing this armor, any critical hit against you
becomes a normal hit.
Immortal Dragonscale
You have resistance to fire and cold damage while you
wear this armor.
Nergigante Gem
While wearing this armor, you have advantage on saving
throws against spells and other magical effects, and
spell attacks have disadvantage against you.
WEAPON MATERIAL EFFECTS
Nergigante Regrowth Plate
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Nergigante Carapace (Bow only)
As a bonus action you can grow a black spike from the
palm of your hand and nock it to your bow. A creature
hit by this spike suffers normal weapon damage and the
spike lodges itself into the creature. A creature's speed
is reduced by 5 feet for every spike impaled into it. If
the target or a creature within 5 feet of it uses an action
to pull out the spikes, or if some other effect removes
them, the creature's movement speed returns to
normal.
You are able to grow up to 10 black spikes. You are
unable to grow anymore until you finish a long rest.
Nergigante Talon
Your weapon deals an extra 1d10 slashing damage.
Nergigante Tail
When you attack a creature with this weapon and roll a
20 on the attack roll, that target takes an extra 3d6
necrotic damage, provided that the target isn’t a
construct or an Undead. You gain temporary hit points
equal to the extra damage dealt.
Immortal Dragonscale
Your weapon deals an extra 2d6 piercing damage.
Nergigante Gem
The first time you attack with this weapon on each of
your turns, you can transfer some or all of the weapon's
bonus to your armor class, instead of using the bonus
on any attacks that turn. For example you could reduce
the bonus to your attack and damage rolls by 2 to gain a
+2 bonus to AC. The adjusted bonuses remain in effect
until the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
121
Challenge Rating 30
Carves 6
Carve Chance Material Slots
1-3 Elder Dragon Bone x2 (O)
4-5 Elder Dragon Blood x2 (O)
6-9 Eternal Regrowth Plate (A,W)
10-12 Nergigante Cortex (A,W)
13-15 Nergigante Hardclaw (A,W)
16-17 Nergigante Flail (A,W)
18-19 Immortal Shard (A,W)
20 Annihilating Greathorn (A,W)
ARMOR MATERIAL EFFECTS
Eternal Regrowth Plate
While wearing this armor, you regain 1d6 Hit Points
every 10 minutes, provided that you have at least 1 hit
point. If you lose a body part, the armor causes the
missing part to regrow and return to full functionality
after 1d6 + 1 days if you have at least 1 hit point the
whole time.
Nergigante Cortex
Stamina Surge+3. While wearing this armor, you can use
an action to cast the haste spell from it once per day,
but can target only yourself when you do so.
Nergigante Hardclaw
When a creature within 5 feet of you hits you with a
melee attack, you can use your reaction to deal 3d4
piercing damage to them. This damage bypasses
resistance and immunity, and can't be reduced or
avoided by any means.
Nergigante Flail
While wearing this armor, any critical hit against you
becomes a normal hit.
Immortal Shard
You have resistance to nonmagical damage while you
wear this armor. Additionally, you can use an action to
make yourself immune to nonmagical damage for 10
minutes or until you are no longer wearing the armor.
Once this property is used, it can't be used again until
the next dawn.
Annihilating Greathorn
While wearing this armor, you gain a +3 bonus to AC,
you are immune to fire damage, and you can understand
and speak Draconic. In addition, you can stand on and
walk across molten rock as if it were solid ground.
WEAPON MATERIAL EFFECTS
Eternal Regrowth Plate
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Nergigante Cortex (Bow only)
As a bonus action you can grow a black spike from the
palm of your hand and nock it to your bow. A creature
hit by this spike suffers normal weapon damage and the
spike lodges itself into the creature. A creature's speed
is reduced by 10 feet for every spike impaled into it. If
the target or a creature within 5 feet of it uses an action
to pull out the spikes, or if some other effect removes
them, the creature's movement speed returns to
normal.
You are able to grow up to 10 black spikes. You are
unable to grow anymore until you finish a long rest.
Nergigante Hardclaw
Your weapon deals an extra 2d6 slashing damage.
Nergigante Flail
When you attack a creature with this weapon and roll a
20 on the attack roll, that target also has the dispel
magic spell cast on them at 5th level.
Immortal Shard
Your weapon deals an extra 2d8 piercing damage.
Annihilating Greathorn
While you are attuned to this weapon, your strength
score changes to 29. If your Strength is already equal to
or greater than the belt's score, the item has no effect
on you.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
122
Challenge Rating 24
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-7 Vaal Hazak Carapace (A,W)
8-11 Deceased Scale (A,W)
12-13 Vaal Hazak Talon (W)
14-15 Vaal Hazak Fang (W)
16-17 Vaal Hazak Wing (A,W)
18 Vaal Hazak Membrane (A,W)
19 Vaal Hazak Tail (A)
20 Vaal Hazak Gem (A,W)
ARMOR MATERIAL EFFECTS
Vaal Hazak Carapace
Effluvia Resis+. While wearing this armor you are
immune to damage from Effluvia and you have
resistance to acid damage.
Deceased Scale
While wearing this armor, you regain 1d6 Hit Points
every 10 minutes, provided that you have at least 1 hit
point. If you lose a body part, the armor causes the
missing part to regrow and return to full functionality
after 1d6 + 1 days if you have at least 1 hit point the
whole time.
Vaal Hazak Wing
Recovery Up+. You regain the maximum number of hit
points possible from potions or plants that you
consume.
Vaal Hazak Membrane
While wearing this armor you can speak its command
word to release effluvium gas in a 5-foot radius around
you for 1 minute. At the start of each of your turns, each
creature within 5 feet of you takes 7 (2d6) necrotic
damage. Once you use this feature, you cannot use it
again until you complete a long rest.
Vaal Hazak Tail
You have resistance to cold damage while you wear this
armor.
Vaal Hazak Gem
Poison Absorption. Whenever you are subjected to
poison damage, you take no damage and instead regain
a number of hit points equal to the half of the poison
damage dealt.
WEAPON MATERIAL EFFECTS
Vaal Hazak Carapace
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Deceased Scale
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make
with a melee weapon, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
Vaal Hazak Talon
Your weapon deals an extra 1d10 necrotic damage.
Vaal Hazak Fang
This weapon has 3 runes which are regained daily at
dawn. Once per turn when you hit a creature with this
weapon you can expend a rune to have the target make
a DC 19 Wisdom saving throw or become frightened of
you for 1 minute. A creature may repeat its saving throw
at the end of its turn, ending the effect on a successful
save.
Vaal Hazak Wing
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
necrotic damage.
Vaal Hazak Membrane (Bow only & Requires 3 sockets)
When you nock an arrow on this bow, it whispers in
Elvish, "Return to that which spawned you" When you
use this weapon to make a ranged attack, you can, as a
command phrase, say "To one with life" The target of
your attack becomes your sworn enemy until it dies or
until dawn seven days later. You can have only one such
sworn enemy at a time. When your sworn enemy dies,
you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon
against your sworn enemy, you have advantage on the
roll. In addition, your target gains no benefit from cover,
other than total cover, and you suffer no disadvantage
due to long range. If the attack hits, your sworn enemy
takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage
on attack rolls with all other weapons.
Vaal Hazak Gem (Cleric only)
The weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
Animate Dead (3 runes). bestow curse (3 runes),
contagion (5 runes), or raise dead (10 runes).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last runes, roll a d20. On a 1.
the weapon cannot regain any runes for one week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
123
Challenge Rating 26
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-7 Vaal Hazak Cortex (A,W)
8-11 Deceased Shard (A,W)
12-13 Vaal Hazak Hardclaw (A,W)
14-15 Shadowpierce Fang (A,W)
16-17 Vaal Hazak Fellwing (A,W)
18 Deathweaver Membrane (A,W)
19 Vaal Hazak Flail (A)
20 Vaal Hazak Mantle (A,W)
ARMOR MATERIAL EFFECTS
Vaal Hazak Cortex
Effluvia Resis+. While wearing this armor you are
immune to damage from Effluvia and you have
resistance to acid damage.
Deceased Shard
While wearing this armor, you regain 1d6 Hit Points
every 10 minutes, provided that you have at least 1 hit
point. If you lose a body part, the armor causes the
missing part to regrow and return to full functionality
after 1d6 + 1 days if you have at least 1 hit point the
whole time.
Vaal Hazak Hardclaw
You are immune to poison and disease while you wear
this armor.
Shadowpierce Fang
While you are wearing this armor you have darkvision
out to 60 feet. If you already have darkvision, its range
extends by an additional 60 feet.
Vaal Hazak Fellwing
Recovery Up+. You regain the maximum number of hit
points possible from potions or plants that you
consume.
Deathweaver Membrane
While wearing this armor you can speak its command
word to release effluvium gas in a 10-foot radius around
you for 1 minute. At the start of each of your turns, each
creature within 5 feet of you takes 7 (2d6) necrotic
damage. Once you use this feature, you cannot use it
again until you complete a long rest.
Vaal Hazak Flail
You have immunity to cold damage while you wear this
armor.
Vaal Hazak Mantle
Poison Absorption. Whenever you are subjected to
poison damage, you take no damage and instead regain
a number of hit points equal to the half of the poison
damage dealt.
WEAPON MATERIAL EFFECTS
Vaal Hazak Cortex
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Deceased Shard
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make
with a melee weapon, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
Vaal Hazak Hardclaw
Your weapon deals an extra 2d6 necrotic damage.
Shadowpierce Fang
This weapon has 3 runes. When you hit a creature with
this weapon, you can expend 1 of its runes to have the
target make a DC 16 Constitution saving throw. On a
failed save, the target is diseased. At the end of each of
the diseased target’s turns, the target must make a DC
16 Constitution saving throw. If the target succeeds on
three of these saves, it is no longer diseased, and the
spell ends. If the target fails three of these saves, it
remains diseased for 7 days.
Since this induces a natural disease in its target, any
effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
While afflicted with this disease, the target has
difficulty breathing due to the spores growing in its
throat, reducing its movement speed and the time it can
hold its breath by half. At dawn of the second day and
each day after, the target must make a Constitution
saving throw, gaining one level of exhaustion on a failed
save. The save DC starts as a DC 10 and increases by 1
each day and the target does not recover a level of
exhaustion from finishing a long rest while afflicted with
this disease.
Vaal Hazak Fellwing
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
necrotic damage.
Deathweaver Membrane
When you attack a creature with this weapon and roll a
20 on the attack roll, that target must make a DC 17
Constitution saving throw or be poisoned as if by the
contagion spell.
Vaal Hazak Mantle (Cleric only)
The weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
Animate Dead (3 runes). bestow curse (3 runes),
contagion (5 runes), or raise dead (10 runes).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain any runes for one week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
124
Challenge Rating 26
Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Bone x2 (O)
3-4 Elder Dragon Blood x2 (O)
5-8 Shara Ishvalda Tenderscale (A,W)
9-11 Shara Ishvalda Boulderplate (A,W)
12-15 Shara Ishvalda Petalstone (A,W)
16-18 Shara Ishvalda Tenderclaw (A,W)
19 Shara Ishvalda Tenderplate (A,W)
20 Shara Ishvalda Gem (A,W)
ARMOR MATERIAL EFFECTS
Shara Ishvalda Tenderscale
You have resistance to fire damage while you wear this
armor.
Shara Ishvalda Boulderplate
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you
have.
Shara Ishvalda Petalstone
Recovery Up+. You regain the maximum number of hit
points possible from potions or plants that you
consume.
Shara Ishvalda Tenderclaw
While you are wearing this armor, you can use an action
to speak its command word to cast the stoneskin spell,
but only target yourself. Once you use this property, you
can't use it again until the next dawn.
Shara Ishvalda Tenderplate
Defense Boost (Lightning). While wearing this armor,
you gain a +1 bonus to AC, you are immune to lightning
damage.
Shara Ishvalda Gem
Shara Divinity. For each shara ishvalda material you have
in your armor, trinkets, and weapons that you are
attuned to, including this material, you gain the
following armor properties from the list below:
# of materials Name Material with the Effect
1+ Wind Proof Miralis Fireback
2+ Earplugs Najarala Hide
3+ Tremor-Proof Radobaan Oilshell
4+ Flinch Free Xeno'jiiva Shell
WEAPON MATERIAL EFFECTS
Shara Ishvalda Tenderscale
Partbreaker+3. You deal an extra 1d10 damage when
you critically hit with this weapon.
Shara Ishvalda Boulderplate
Critical Boost+. You can roll two additional weapon
damage dice when determining the extra damage for a
critical hit with a weapon attack.
Shara Ishvalda Petalstone
While you are attuned to this armor you can use an
action and point your finger at a target to cast the finger
of death spell, but the spell deals thunder damage
instead of force. Once you use this property, you can't
use it again until the next dawn.
Shara Ishvalda Tenderclaw
Coalescence. Whenever you succeed on a saving throw
to end a condition, you gain a +1 bonus to your attack
rolls and spell save DC, and your weapon or spell attacks
deal an extra 1d4 cold, fire, or lightning damage (your
choice) until the end of your next turn.
Shara Ishvalda Tenderplate
Your weapon deals an extra 2d6 thunder damage.
Shara Ishvalda Gem (spellcaster only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
thunder wave (1 rune), shatter (2 runes), meld into
stone (3 runes), thunder step (3 runes), stone shape (4
runes).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain any runes for 1 week.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
125
Challenge Rating 25
Carves 8
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 Xeno'jiiva Shell (A,W)
9-11 Xeno'jiiva Soulscale (A,W)
12-13 Xeno'jiiva Claw (W)
14-15 Xeno'jiiva Horn (A,W)
16-17 Xeno'jiiva Wing (A,W)
18-19 Xeno'jiiva Veil (A,W)
20 Xeno'jiiva Gem (A,W)
ARMOR MATERIAL EFFECTS
Xeno'jiiva Shell
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current
location by any means.
Xeno'jiiva Soulscale
Your Constitution score is 19 while you wear this armor.
It has no effect on you if your Constitution is already 19
or higher.
Xeno'jiiva Horn
While wearing this armor you have advantage on saving
throws against spells and other magical effects.
Xeno'jiiva Wing
You have a flying speed of 60 feet while you wear this
armor.
Xeno'jiiva Veil
While you're wearing this armor, you can speak its
command word as an action to gain the effect of the
etherealness spell, which lasts for 10 minutes or until
you remove the armor or use an action to speak the
command word again. This property of the armor can't
be used again until the next dawn.
Xeno'jiiva Gem
You have resistance to cold, fire, and lightning damage
while you wear this armor.
WEAPON MATERIAL EFFECTS
Xeno'jiiva Shell (Bow only)
Special Ammo Boost +2. Your coating now coats up to
30 arrows and your dragonpiercer deals an extra 3d6
piercing damage.
Xeno'jiiva Soulscale
Partbreaker +4. You deal an extra 1d12 damage when
you critically hit with this weapon.
Xeno'jiiva Claw
Your weapon deals an extra 1d10 force damage.
Xeno'jiiva Horn
This weapon has 3 runes. As an action, you can speak
the weapons's command word and expend 1 rune. For
the next 10 minutes, you have truesight out to 120
feet.
The weapon regains 1d3 expended runes daily at dawn.
Xeno'jiiva Wing
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Xeno'jiiva Veil
Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
Dual Blades. Demon/Archdemon Mode duration is
increased by 30 seconds.
Great Sword Guard grants a +4 AC bonus for the
duration of the turn it is used.
Hunting Horn. Melodies duration is increased by 1
minute.
Insect Glaive. Kinsects Essence duration is increased
by 1 minute.
Lance Powerguard grants a +4 AC bonus for the
duration of the turn it is used.
Switch Axe. Coat Weapon duration is increased by 1
minute.
Xeno'jiiva Gem
Xeno'jiiva Divinity. This material cannot be placed in a
trinket. When placed in a specific weapon it gains one of
the following benefits:
(Melee Weapon except the Magus Staff ) When you
expend a rune for a weapon material effect, there is a 50
% chance to not expend the rune.
(Range Weapon) Attacks with a bow or bowgun has a
50% chance to not expend coatings or ammo.
(Magus Staff ) When you cast a 6th-level or lower spell
there is a 10% chance the spell slot is not used.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
126
Challenge Rating 26
Carves 9
Carve Chance Material Slots
1-3 Ceadeus Scale (A,W)
4-5 Ceadeus Hide (A,W)
6 Luminous Organ (A)
7-10 Crooked Horn (A,W)
11-14 Ceadeus Fur (A)
15-19 Ceadeus Tail (W)
20 Deep Dragongem (A,W)
ARMOR MATERIAL EFFECTS
Ceadeus Scale
HG Earplugs. While you are attuned to this armor, you
can use a bonus action to conjure two earplugs in the
shape of your choice. While using these earplugs, you
can only hear creatures you choose to be able to hear.
Ceadeus Hide
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
Luminous Organ
When you are attacked by a creature within 30 feet of
you that you can see, you can use your reaction to
impose disadvantage on the attack roll, causing a
blinding white flash to erupt from your armor before the
attack hits or misses. An attacker that can’t be blinded is
immune to this property.
You can use this property three times. You regain all
expended uses when you finish a short rest.
Crooked Horn
While you wear this armor, you have a swimming speed
of 60 feet, you can breathe underwater, you suffer no
harm in water as cold as -20 degrees Fahrenheit, and
you can see out to 120 feet even in the murkiest of
waters.
Ceadeus Fur
You have immunity to cold damage while you wear this
armor.
Deep Dragongem
Whenever you finish a long rest, you gain the benefits of
the Heroes' Feast spell.
WEAPON MATERIAL EFFECTS
Ceadeus Scale
Partbreaker +4. You deal an extra 1d12 damage when
you critically hit with this weapon.
Ceadeus Hide
Your weapon deals an extra 1d10 cold damage.
Crooked Horn
Awaken+. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls two extra damage die when it hits. For
example a shortsword now rolls 3d6 and a greatsword
deals 4d6.
Ceadeus Tail (Bowgun only)
H.Load Up+. While attuned to this weapon, you increase
the maximum capacity for all of your ammo by 5.
Deep Dragongem (Druid, Sorcerer, Warlock, & Wizard
only)
This weapon has 10 runes. While holding it, you can use
an action to expend 1 or more of its runes to cast one
of the following spells from it, using your spell save DC:
cone of cold (5 runes), fog cloud (1 runes), ice storm (4
runes), or wall of ice (4 runes).
The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain any runes for 1 week.
Dah'ren Mohran uses the same loot table as the Jhen
Mohran.
127
Challenge Rating 26
Carves 9
Carve Chance Material Slots
1-2 Elder Dragon Blood x2 (O)
3-4 Elder Dragon Bone x2 (O)
5-8 Mohran Scale (A,W)
9-11 Mohran Carapace (A,W)
12 Pelagicite Ore (O)
13-15 Mohran Rockskin (A,W)
16 Sturdy Fang (A,W)
17 Bathycite Ore (O)
18-19 Mohran Brace (A,W)
20 Earth Dragongem (A,W)
ARMOR MATERIAL EFFECTS
Mohran Scale
Sand Surfing. While wearing this armor you're able to
swim through desert terrain as if it was water.
Mohran Carapace
Divine Blessing+4. When you take damage you are not
immune or resistant to, roll a d12 and reduce the
damage you take by the number rolled. You can use this
property a number of times equal to your Wisdom
modifier. You regain all expended uses when you finish
a long rest.
Mohran Rockskin
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
Sturdy Fang
You are immune to fire damage while you wear this
armor.
Mohran Brace
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like
the kushala daora and amatsu's wind barrier.
Earth Dragongem
Iron Wall+. You have a +3 bonus to your armor class
while you wear this armor.
WEAPON MATERIAL EFFECTS
Mohran Scale
Speed Sharpening. You can spend 1 minute sharpening
a bladed weapon. When you hit a creature for the first
time after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Mohran Carapace
FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
spirit, or phial charge.
Mohran Rockskin
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
lightning or thunder damage.
Sturdy Fang
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Mohran Brace (Hammer only)
Punish Draw+. All creatures hit by your hammer's
mighty weapon make their saving throw at disadvantage.
Earth Dragongem
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Pelagicite Ore
Any rarity weapon upgrade material.
Bathycite Ore
Any rarity armor upgrade material.
128
Challenge Rating 27
Carves 8
Carve Chance Material Slots
1-5 Behemoth Bone (A,W)
6-9 Behemoth Mane (A,W)
10-12 Behemoth Shearclaw (A,W)
13-16 Behemoth Tail (A,W)
17-19 Behemoth Great Horn (A,W)
20 Aetheryte Shard (A,W)
ARMOR MATERIAL EFFECTS
Behemoth Bone
When you take damage while wearing this armor, at the
start of your next turn this set of armor casts the mage
armor spell on you. Once this property has been used, it
cannot be used again until the next dawn.
Behemoth Mane
This armor has 3 runes, which it regains daily at dawn.
While wearing this armor, you can expend 1 rune as an
action to call down a 10-foot tall comet (AC 15, 30 hit
points) in an unoccupied space within 30 feet of you.
Behemoth Shearclaw
You have advantage on Constitution saving throws to
maintain concentration while you wear this armor.
Behemoth Tail
You have immunity to lightning damage and you cannot
be paralyzed while you wear this armor.
Behemoth Great Horn
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you
for 1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect
in a 10-foot radius around you. Once used, you can't use
this property again until you finish a long rest.
Aetheryte Shard
As a bonus action, you can utter a vow of enmity against
a creature you can see within 10 feet of you. You gain
advantage on attack rolls against the creature and
disadvantage on attack rolls against other creatures for
1 minute, until it drops to 0 hit points, or falls
unconscious.
WEAPON MATERIAL EFFECTS
Behemoth Bone
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Behemoth Mane (Insect Glaive)
Soul of the Dragoon. When you make a single weapon
attack against a target as part of your standing leap, you
make the attack with advantage.
Behemoth Shearclaw (Sorcerer & Wizard only)
This weapon has 3 runes that it regains daily at dawn.
While holding it, you can expend 1 rune as an action to
cast Melf's Minute Meteors. The weapon regains all
expended runes daily at dawn.
Behemoth Tail
When you attack a creature with a ranged spell attack
and roll a 20 on the attack roll, you can cast fireball as a
bonus action using a 3rd level or higher spell slot. The
spell must be centered on the creature you hit with the
ranged spell attack.
Behemoth Great Horn (Insect Glaive)
Dragon Soul. Your kinsect takes on the characteristics of
a dragon and your kinsect attacks deal an extra 1d12
bludgeoning damage.
Aetheryte Shard (Sorcerer & Wizard only)
While attuned to this weapon you know the meteor
swarm spell. If you already know this spell, the DC of
this spell increases by 3.
129
Challenge Rating 28
Carves 9
Carve Chance Material Slots
1-2 Dark Stone (O)
3-4 Fatalis B.Scale (A,W)
5-6 Fatalis R.Scale (A,W)
7-8 Fatalis W.Scale (A,W)
9-10 Fatalis Shell (A,W)
11-12 Fatalis Webbing (A,W)
13-14 Fatalis Fellwing (A,W)
15-16 Fatalis Cortex (A,W)
17-18 Fatalis Horn (A,W)
19-20 Fatalis Eye (A,W)
ARMOR MATERIAL EFFECTS
Fatalis B.Scale
You have resistance to poison damage and immunity to
acid damage while you wear this armor.
Fatalis R.Scale
You have immunity to fire damage and you are immune
to the poisoned condition while you wear this armor.
Fatalis W.Scale
You have immunity to cold damage and you cannot be
paralyzed while you wear this armor.
Fatalis Shell
Evade Window+. This armor has 5 runes, and it regains
1d5 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
Fatalis Webbing
Your Constitution score is 24 while you wear this armor.
It has no effect on you if your Constitution is already 24
or higher.
Fatalis Fellwing (Paladin & Cleric only)
You may use your channel divinity feature one additional
time between rests.
Fatalis Cortex
Stellar Hunter. You have advantage on Dexterity
(Stealth), Intelligence (Investigation), Strength
(Athletics), Wisdom (Insight), and Wisdom (Survival)
checks.
Fatalis Horn
Wellness. While wearing this armor, you cannot be
unwillingly put to sleep, poisoned, paralyzed, or
stunned.
Fatalis Eye
Dark Finale. When you are reduced to 0 hit points but
not killed outright, you can use your reaction to become
possessed by the Fatalis' evil energies and the following
occurs:
You heal to your maximum hit points.
Your eyes glow red, and an aura of black wisps
encompasses your body.
At the start of each of your turns, you take 10 (1d20)
necrotic damage. This damage bypasses resistances
and immunities, and can't be reduced or avoided by
any means.
While possessed, you cannot be grappled, stunned, or
restrained.
You gain a +2 bonus to AC and you have advantage
on all saving throws.
You cannot be healed by normal or magical means.
When you are reduced to 0 hit points again, you
automatically fail 2 death saving throws and the
possession ends.
WEAPON MATERIAL EFFECTS
Fatalis B.Scale (Melee Weapon only)
When you attack a creature with this weapon and roll a
20 on the attack roll, that target takes an extra 4d6 acid
damage. Then roll another d20. If you roll a 20, one of
the target's limbs dissolves, with the effect of such loss
determined by the GM. If the creature has no limb to
dissolve, you dissolve a portion of its body instead.
Fatalis R.Scale
While holding this weapon, you can use an action to
speak the weapon's command word and summon a fire
elemental and 1d4 magma mephits as if you had cast
the conjure elemental spell for each creature.
Fatalis W.Scale
This weapon has 5 runes that it regains daily at dawn.
When you hit a creature with this weapon you can
expend 1 rune to have the creature make a DC 21
Constitution saving throw. On a failed save, the target is
chilled to the bone for 1 minute. While chilled they have
disadvantage on all attack rolls and ability checks, and
their speed is reduced by 10 feet. A creature may repeat
its saving throw at the end of each of its turns, ending
the effect on a success.
Fatalis Shell
Rapid Reload. You can reload as a free action while you
wear this armor. Additionally, when you make a ranged
weapon attack roll and roll a 20 for the attack roll, you
can make one additional attack as a free action.
Fatalis Webbing
Critical Eye+2. Your weapon attacks critical hit range is
increased by 3.
Fatalis Fellwing
This weapon acts as an arcane focus for your
spellcasting. While holding this weapon you can cast a
spell of 4th level or lower that would normally take an
action, as a bonus action.
130
Fatalis Cortex
While holding this weapon, it creates an aura in a 10-
foot radius around you. You and all creatures friendly to
you in the aura have advantage on saving throws against
spells and other magical effects. If you have 17 or more
levels in the paladin class, the radius of the aura
increases to 30 feet.
Fatalis Horn
Blazing Majesty. As a bonus action you can activate this
weapons property known as Blazing Grace for 1 minute.
While blazing grace is active, you gain the following
benefits:
You are immune to fire damage.
You can use an action to cast Melf's Minute Meteors
(DC 19) from the armor at will, requiring no material
components.
Your weapons deal an extra 2d6 fire damage.
You can use the hammer's Mighty Weapon property
once with any weapon.
Once you use this property, you cannot use it again
until the next dawn.
Fatalis Eye
Mind's Eye+. Your attacks with this weapon bypass the
damage resistances and immunities of any creature.
OTHER MATERIAL EFFECTS
Dark Stone (Trinket only)
When inserted into a trinket you begin to hear hushed
voices coming from it. When you spend a few hours
staring into the trinket and listening to their whispers,
name someone you know but on whom you have never
used this power on before. Then, roll 2d6+2.
On a 10+, The trinket reveals a secret about them.
On a 7-9, As 10+, but you must first reveal a secret to
the trinket about your hopes, fears, regrets, or desires.
On a 6-, the trinket pries a secret from your mind.
Each time the trinket reveals a secret, mark a box.
[ ] [ ] [ ] [ ] [ ]
When you mark the last box, you unlock the trinkets’
mysteries and can use Shadow Magic
SHADOW MAGIC
When you hold the trinket and call on the shadows
within, choose one of the following as an action and roll
2d6+2:
On a 10+, The magic is cast successfully.
On a 7-9, As a 10+, but you suffer one of the
consequences below of the GM choice, if they choose
to pick one.
On a 6-, The trinket ceases to function until it is
caressed by a dying breath.
ACTIONS.
You cloak yourself in shadows and silence for 1
minute, as if by the invisibility and silence spells.
Moving unseen and unnoticed as long as you draw no
attention to yourself and avoid the sun or sacred light.
Name someone you know or to whom you have an
arcane link (hair, piece of clothing, etc.). For the next
24 hours you can see them, hear them, and whisper
to them as if from a nearby shadow.
Choose a creature you can see within 60 feet of you.
That creature must succeed on a DC 17 Strength
saving throw or be grappled by ensnaring shadows
around them. A creature grappled by the shadows can
use its action to make a contested Strength check
against your Intelligence (Athletics) check. On a
success, it frees itself.
CONSEQUENCES.
The dark spirit in the trinket you were using escapes,
manifesting in the world. Cross off the Shadow Magic
option that was just used until the spirit is forced or
convinced back into the trinket.
Your eyes turn jet black. You have truesight out to
120 feet in dim light and darkness, but you see no
color and are blinded by sunlight.
Your skin turns deathly pale or coal black (your
choice) and chill to the touch. You have immunity to
cold damage, but you have disadvantage on all social
interaction checks. Additionally, the sun burns your
skin, you take 1d4 fire damage for every 10 minutes
you are in the sunlight.
You begin to suffer from dark and troubling dreams.
When you take a long rest make a DC 10 Wisdom
saving throw. On a failed save you do not gain the
benefits of a long rest and you suffer from nightmares
that may reveal a useful secret.
The spirits in the trinket take purchase in your soul.
Once a day the spirits can compel you to action as if
by the command spell. When they do, you must
succeed on a DC 15 Wisdom saving throw. On a
failed save, you follow the spirits command. If you fail
your saving throw by 5 or more, you fall unconscious
and spirits take control of your body for 1d4 hours.
When you wake up, you have no memory of what you
did.
Cursed. This material is cursed. Attuning to it curses you
until you are targeted by the greater restoration or wish
spell. As long as you remain cursed, you are unwilling to
part with the trinket, keeping it on your person at all
times.
Once the curse is broken, you are no longer attuned
to the trinket, you no longer suffer from any
consequences, and you can no longer attune to the
trinket.
131
Challenge Rating 29
Carves 9
Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 Safi'jiiva Shard (A,W)
9-11 Safi'jiiva Cortex (A,W)
12-13 Safi'jiiva Hardclaw (W)
14-15 Safi'jiiva HardHorn (A,W)
16 Safi'jiiva Lash (A,W)
17-18 Safi'jiiva Fellwing (A,W)
19 Pulsing Dragonshell (A,W)
20 Zionium Crystal (A,W)
ARMOR MATERIAL EFFECTS
Safi'jiiva Shard
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to
blight effects such as waterblight, iceblight, or the
blight spell.
Safi'jiiva Cortex
Evade Window+. This armor has 5 runes, and it regains
1d5 expended runes daily at dawn. When you fail a
Dexterity saving throw while wearing it, you can use
your reaction to expend 1 of its runes to succeed on
that saving throw instead.
Safi'jiiva HardHorn
While wearing this armor you have advantage on saving
throws against spells and other magical effects.
Safi'jiiva Lash
While you wear this armor it casts bright light in a 20-
foot radius and dim light for an additional 20 feet.
Additionally you and friendly creatures standing within
this bright light have advantage on saving throws to
resist becoming charmed or frightened.
Safi'jiiva Fellwing
While you're wearing this armor, you can speak its
command word as an action to gain the effect of the
etherealness spell, which lasts for 10 minutes or until
you remove the armor or use an action to speak the
command word again. This property of the armor can't
be used again until the next dawn.
Pulsing Dragonshell
You have immunity to fire damage, and resistance to
cold and lightning damage while you wear this armor.
Zionium Crystal
While you are wearing this armor you gain the following
benefits:
You regain consciousness on a roll of 19 or 20 on
death saving throws.
You can cast the regenerate spell from it, but only
target yourself. Once you use this property, you can't
use it again until the next dawn.
WEAPON MATERIAL EFFECTS
Safi'jiiva Shard
Maximum Might. While your hit points are full and you
are not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Safi'jiiva Cortex
Critical Boost+. You can roll two additional weapon
damage dice when determining the extra damage for a
critical hit with a weapon attack.
Safi'jiiva Hardclaw
Your weapon and other material effects in it ignore
resistance to fire damage.
Safi'jiiva HardHorn
Your weapon deals an extra 2d6 fire damage.
Safi'jiiva Lash
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next
turn. The creature can still roll to recharge its ability at
the end of its turn.
Safi'jiiva Fellwing
While you are attuned to this weapon you add a d8 to
your initiative at the start of every combat. Additionally
this weapon has one rune. You can expend this rune at
the start of combat to become first in the initiative
order, no matter your roll. You regain the rune after 24
hours, but once before you regain the use of this
feature, at the start of another combat, the DM can
make you last in the initiative order.
Pulsing Dragonshell
Dragonvein Awakening. This material cannot be placed
in a trinket. When placed in a weapon it gains the
following benefits:
Your weapon deals an extra 1d6 fire damage
When a creature must make a saving throw against a
spell, weapon effect, or other abilities that inflicts a
condition, the save DC is increased by 2.
Your weapon attacks critical hit range is increased by
1.
Zionium
Crystal
True Dragonvein Awakening. This material cannot be
placed in a trinket. When placed in a weapon it gains the
following benefits:
Your weapon deals an extra 1d8 fire damage
When a creature must make a saving throw against a
spell, weapon effect, or other abilities that inflict a
condition, they do so at disadvantage.
Your weapon attacks critical hit range is increased by
2.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
132
Challenge Rating 30
Carves 9
Carve Chance Material Slots
1-2 Elder Dragon Blood x2 (O)
3-4 Elder Dragon Bone x2 (O)
5-6 S.Dalamadur Glaive (A,W)
7-8 S.Dalamadur Gazer (A,W)
9-10 S.Dalamadur Steel (A,W)
11 S.Vortex Bone (A,W)
12 S.Dalamadur Pectus (A,W)
13 S.Dalamadur Ripper (W)
14-15 S.Dalam Tail Scale (A,W)
16-17 S.Dalam Tail Shell (W)
18-19 S.Dalamadur Fanblade (W)
20 Skyblade Dragon Sapphire (A,W)
ARMOR MATERIAL EFFECTS
S.Dalamadur Glaive
Pack Rat. While you are attuned to this armor, your party
can gather double the normal number of resources
available on a hunt.
S.Dalamadur Gazer
Guts+2. When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you
finish a short or long rest.
S.Dalamadur Steel
Nimbleness. You have advantage on Dexterity
(Acrobatics) checks and Dexterity saving throws while
you wear this armor. Also when you are subjected to an
effect that allows you to make a dexterity saving throw
to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage
if you fail.
S.Vortex Bone
While you are attuned to this armor, you can use an
action to speak its command word to cast the
polymorph spell from it and turn into a giant constrictor
snake (MM p.324) that resembles the dalamadur. You
can use this property twice, regaining all expended uses
when you finish a long rest.
S.Dalamadur Pectus
Wellness. While wearing this armor, you cannot be
unwillingly put to sleep, poisoned, paralyzed, or
stunned.
S.Dalam Tail Scale
Iron Wall+. You have a +3 bonus to your armor class
while you wear this armor.
Skyblade Dragon Sapphire
You have immunity to cold and fire damage while you
wear this armor.
WEAPON MATERIAL EFFECTS
S.Dalamadur Glaive
Awaken+. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls two extra damage die when it hits. For
example a shortsword now rolls 3d6 and a greatsword
deals 4d6.
S. Dalamadur Gazer. (Bow & Light Bowgun only)
Bonus Shot. When you take the attack action, you can
make one additional attack with this weapon as a bonus
action.
S.Dalamadur Steel
At the start of your turn if a creature is grappled or
restrained by you, that creature takes 2d6 bludgeoning
damage.
S.Vortex Bone (Hammer only)
Punish Draw+. All creatures hit by your hammer's
mighty weapon make their saving throw at disadvantage.
S.Dalamadur Pectus
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of
consumables is increased by 50%.
S.Dalamadur Ripper (Bladed Weapon only)
Honed Blade+. This weapons damage die is increased by
1 size up to a maximum of a d12. A d6 becomes a d8, a
d8 becomes a d10, a d10 becomes a d12.
S.Dalam Tail Scale (spellcaster only)
You know the melf's minute meteors spell while
wearing this armor. If you already know the spell, you
cast it as if it was three levels higher than the spell slot
you use.
S.Dalam Tail Shell
This weapon has 3 runes which are regained daily at
dawn. Once per turn when you hit a creature with this
weapon you can expend a rune to have the target make
a DC 21 Wisdom saving throw or become frightened of
you for 1 minute. A creature may repeat its saving throw
at the end of its turn, ending the effect on a successful
save.
S.Dalamadur Fanblade
Brutality. Your weapon attacks critical hit range is
increased by 2 and you deal an extra 1d10 damage
when you critically hit with this weapon.
Skyblade Dragon Sapphire
This weapon has 3 runes which are regained daily at
dawn. As an action you can expend a rune to have the
target make a DC 21 Charisma saving throw or become
charmed by you as if you cast the charm person spell.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
133
Challenge Rating 30
Carves 9
Carve Chance Material Slots
1 Elder Dragon Blood x2 (O)
2 Elder Dragon Bone x2 (O)
3-5 Lao-Shan Scale (A,W)
6-7 Lao-Shan Shell (A,W)
8 Lao-Shan Horn (A,W)
9-11 Lao-Shan Shard (A,W)
12-13 Lao-Shan Cortex (A,W)
14 Lao-Shan Mantle (A,W)
15-16 Dragon Healing Crystal (A,W,O)
17 Lao-Shan Hardhorn (A,W)
18-19 Lao-Shan Megaclaw (A,W)
20 Pure Dragon Blood (A,O)
ARMOR MATERIAL EFFECTS
Lao-Shan Scale
Marathon Runner+. While wearing this armor, your
walking speed increases by 10 feet and you ignore
difficult terrain if it was not created by a magical effect.
Lao-Shan Shell
Evasion+. You gain a +1 bonus to all saving throws and
you have advantage on Dexterity saving throws while
you wear this armor.
Lao-Shan Horn
While wearing this armor, any critical hit against you
becomes a normal hit.
Lao-Shan Shard
Adrenaline. The first time you drop below half of your
hit points maximum in combat. You gain a rush of
Adrenaline. On your next turn your movement speed
doubles and you can take one extra action.
Lao-Shan Cortex
You cannot be charmed or frightened while you wear
this armor.
Lao-Shan Mantle
Covert. While wearing this armor you have advantage on
Dexterity (Stealth) checks to move silently and you have
advantage on any ability check made with an Alchemist
kit. Also your bow, light bowgun, and heavy bowgun
ammunition capacity doubles for all ammunition.
Dragon Healing Crystal
Your Constitution score is 24 while you wear this armor.
It has no effect on you if your Constitution is already 24
or higher.
Lao-Shan Hardhorn
While wearing this armor you have advantage on saving
throws against spells and other magical effects.
Lao-Shan Megaclaw
You have resistance to nonmagical damage while you
wear this armor. Additionally, you can use an action to
make yourself immune to nonmagical damage for 10
minutes or until you are no longer wearing the armor.
Once this special action is used, it can't be used again
until the next dawn.
Pure Dragon Blood.
You gain the following benefits while wearing this armor
Your armor's Armor Class is now 15 + your Dexterity
modifier, unless it is already higher than the new
Armor Class.
You have advantage on saving throws against spells
and other magical effects.
Your spell save DC and spell attack bonus each
increase by 2.
WEAPON MATERIAL EFFECTS
Lao-Shan Scale
Your weapon attack deals an extra 2d6 bludgeoning
damage and it deals double damage to objects and
structures.
Lao-Shan Shell
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Lao-Shan Horn
FastCharge+. When you roll for initiative, your
greatsword, longsword, or charge blade gains 2 charge,
spirit, or phial charge.
Lao-Shan Shard
Steady Hand. Your weapon attacks critical hit range is
increased by 1 and it bypasses a creatures resistance to
slashing damage.
Lao-Shan Cortex
Furor. When you are below one-tenth of your maximum
hit points, your melee weapon attacks with this weapon
deal maximum damage.
Lao-Shan Mantle
Your Strength score is 29 while you are attuned to this
weapon. It has no effect on you if your Strength is
already 29 or higher.
Loot table continued on the next page
134
Dragon Healing Crystal
The first time you attack with this weapon on each of
your turns, you can transfer some or all of the weapon's
bonus to your armor class, instead of using the bonus
on any attacks that turn. For example you could reduce
the bonus to your attack and damage rolls by 2 to gain a
+2 bonus to AC. The adjusted bonuses remain in effect
until the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it.
Lao-Shan Hardhorn
This weapon has 3 runes. While holding it, you can use
an action and expend 1 rune to release a wave of terror.
Each creature of your choice in a 30-foot radius
extending from you must succeed on a DC 19 Wisdom
saving throw or become frightened of you for 1 minute.
While it is frightened in this way, a creature must spend
its turns trying to move as far away from you as it can,
and it can't willingly move to a space within 30 feet of
you. It also can't take reactions. For its action it can use
only the dash action or try to escape from an effect that
prevents it from moving. If it has nowhere it can move,
the creature can use the dodge action. At the end of
each of its turns, a creature can repeat the saving throw,
ending the effect on itself on a success.
The weapon regains 1d3 expended runes daily at dawn.
Lao-Shan Megaclaw
While holding this weapon, you gain a +4 bonus to spell
attack rolls. In addition, you ignore half cover when
making a spell attack.
OTHER MATERIAL EFFECTS
Dragon Healing Crystal
This hard crystal made from dragon scales is highly
valued and worth 25,000 gp. As an action, you can
crush this crystal over a creature or speak its name to
cast the true resurrection spell on them.
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Pure Dragon Bone
Upgrades a weapon or armor to its next rarity when
applied to it. Must be used within a week of killing the
lao-shan lung or it becomes normal elder dragon bone.
Lynians, much like other humanoid creatures are not carved.
Instead, when a hunter searches the body they have a 50%
chance to have something type of item. You or the hunter can
roll the percentile dice. If they have an item, roll on the tables
below to determine what the item is.
Some loot tables for the Lynians will mention
AGtMH p.## This stands for what page the item is
on within Amellwind's Guide to Monster Hunting.
135
Challenge Rating 1
Loot 1
Loot Chance Item
1-7 Felvine
8-14 Herb
15-17 Round Acorn
18-19 Coins
20 Flash bomb
ITEM EFFECTS
Felvine
Item found in (AGtMH p.70)
Herb
Item found in (AGtMH p.70)
Round Acorn
A perfectly round acorn. It's a Felyne's beloved
treasure. Can be sold for 10 gp.
Coins
The felyne has 2d6 gold pieces on them.
Flash bomb
Item found in (AGtMH p.56)
Challenge Rating 1
Loot 1
Loot Chance Item
1-10 Rations (1 day)
11-15 Coins
16-19 Secret Stash+
20 Shock Trap
OTHER MATERIAL EFFECTS
Ration (1 day)
Rations consist of dry foods suitable for extended
travel, including jerky, dried fruit, hardtack, and nuts.
Coins
The melynx has 2d6 silver pieces on them.
Secret Stash+
A pouch carried by a melynx. Full of miscellaneous
junk. Can be sold for 50 gp.
Shock Trap
Item found in (AGtMH p.57)
Challenge Rating 1/8
Loot 1
Loot Chance Item
1-5 Bitterbug
6-10 Sushifish
11-15 Secret Stash
16-20 Thunderbug
OTHER MATERIAL EFFECTS
Bitterbug
Item found in (AGtMH p.68)
Sushifish
Item found in (AGtMH p.67)
Secret Stash
A pouch carried by a wild melynx. Full of
miscellaneous junk. Can be sold for 5 gp.
Thunderbug
Item found in (AGtMH p.68)
The Boaboa uses the gajalaka loot table, but instead
of knives, they use javelins that break on impact and
the DC is increased to 11.
136
Challenge Rating 1
Loot 1
Loot Chance Item
1-8 Coins
9-13 Hot Pepper
14-16 Snow Herb
17-20 Flashfly cage
OTHER MATERIAL EFFECTS
Coins
The grimalkyne has 3d6 copper pieces on them.
Hot Pepper
Item found in (AGtMH p.71)
Snow Herb
Item found in (AGtMH p.71)
Flashfly cage
As an action, this tiny cage can be placed on the
ground. When struck the cage explodes filling the
area within 20 feet of it in blinding light. Each
creature in that area must make a DC 12
Constitution saving throw or become blinded for 1
minute.
Challenge Rating 1/8
Loot 1
Loot Chance Item
1-10 Poison Knife
11-16 Gold Sake
17-20 Shakalaka Treasure
OTHER MATERIAL EFFECTS
Poison Knife
When you hit a creature with this dagger, it must
make a DC 10 Constitution saving throw or become
poisoned for 1 minute. A creature can repeat its
saving throw at the end of its turn, curing the poison
on a success. Once it hits a creature, the poison
knife breaks.
Gold Sake
A delicious golden colored sake worth 10 gp
Shakalaka Treasure
A small pouch containing 5d6 gp
Challenge Rating 1
Loot 2
Loot Chance Item
1-10 Shakalaka Treasure
11-13 Suiko Jewel
14-15 Akito Jewel
16-18 Battlefield Jewel
19-20 Armor Sphere
OTHER MATERIAL EFFECTS
Shakalaka Treasure
A small pouch containing 5d6 gp
Suiko Jewel
A jewel of unknown use, the research fleet is willing
to buy for 15 gp
Akito Jewel
A jewel of unknown use, the research fleet is willing
to buy for 20 gp
Battlefield Jewel
A jewel of unknown use, the research fleet is willing
to buy for 25 gp
Armor Sphere
Uncommon armor upgrade material.
137
Challenge Rating 1/8
Loot 1
Loot Chance Item
1 Ration (1 day)
2-5 Stone knife
6-10 Blind knife
11-15 Paralysis knife
16-19 Sleep knife
20 Potion of healing
OTHER MATERIAL EFFECTS
Ration (1 day)
These rations consist of dried fruit and some type of
animal meat suitable for extended travel.
Stone knife
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or become petrified
for 1 minute. A creature can repeat its saving throw at
the end of its turn, ending the petrification on a success.
Once it hits a creature, the stone knife breaks.
Blind knife
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or become blinded for
1 minute. A creature can repeat its saving throw at the
end of its turn, restoring sight on a success. Once it hits
a creature, the blind knife breaks.
Paralysis knife
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or be incapacitated
and has its movement speed is reduced to 0 for 1
minute. A creature can repeat its saving throw at the
end of its turn, ending the effect on a success. Once it
hits a creature, the paralysis knife breaks.
Sleep knife
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or fall unconscious for
1 minute, until it takes damage, or is shaken awake by
another creature. Once it hits a creature, the sleep knife
breaks.
Potion of healing
You regain 2d4 + 2 Hit Points when you drink this
potion.
Challenge Rating 0
Carves 1
Carve Chance Material Slots
1-4 Raw Meat (O)
5-6 White Liver (O)
7-11 Warm Pelt (A)
12-20 Kelbi Horn (O)
ARMOR MATERIAL EFFECTS
Warm Pelt
You reduce thunder damage you take by 2 while you
wear this armor.
OTHER MATERIAL EFFECTS
Kelbi Horn
A crafting material that is ground up and combined
with mega nutrients to create ancient potions.
Raw Meat
Provides 2 days rations when cooked.
White Liver
A white-colored liver, popular for its juicy texture.
Sells for 100 gp.
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-4 Raw Meat (O)
5-6 White Liver (O)
7-11 Anteka Pelt (A)
12-20 Anteka Antler (A)
ARMOR MATERIAL EFFECTS
Anteka Antler
Botanist. When you successfully gather a plant
resource, you instead gather 2.
Anteka Pelt
You reduce cold damage you take by 2 while you
wear this armor.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
White Liver
A white-colored liver, popular for its juicy texture.
Sells for 100 gp.
138
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-15 Raw Meat (O)
16-20 Sm Monsterbone (O)
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-15 Raw Meat (O)
16-20 Sm Monsterbone (O)
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Raw Meat (O)
11-15 Popo Tongue (O)
16-20 Jumbo Bone (O)
OTHER MATERIAL EFFECTS
Popo Tongue
Can be cooked (DC 10). A creature who consumes
the cooked tongue can choose any one language. It
can read, write, and speak that language for 1 hour.
Raw Meat
Provides 2 days rations when cooked.
Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-4 Raw Meat (O)
5-13 Slagtoth Oil (O)
14-18 Slagtoth Hide (A)
19-20 Jumbo Bone (O)
ARMOR MATERIAL EFFECTS
Slagtoth Hide
You reduce cold damage you take by 2 while you
wear this armor.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Jumbo Bone
Uncommon armor upgrade material.
Slagtoth Oil
Oil extracted from a Slagtoth's skin. The oil can coat
one bludgeoning, piercing, or slashing weapon or up
to 5 pieces of slashing or piercing Ammunition.
Applying the oil takes 1 minute. For 1 hour, the
coated item is magical and deals an extra 1d4 cold
damage.
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-3 Raw Meat (O)
4-10 Monster Guts (O)
11-16 Sm Monsterbone (O)
17-20 Hydro Hide (A)
ARMOR MATERIAL EFFECTS
Hydro Hide
While wearing this armor, you have a swimming
speed equal to your walking speed.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
Sm Monsterbone
Uncommon weapon upgrade material.
139
Challenge Rating 2
Carves 1
Carve Chance Material Slots
1-8 Raw Meat (O)
9-13 Rhenoplos Shell (A)
14-18 Jumbo Bone (O)
19-20 Rhenoplos Scalp (W)
ARMOR MATERIAL EFFECTS
Rhenoplos Shell
You reduce fire damage you take by 3 while you wear
this armor.
WEAPON MATERIAL EFFECTS
Rhenoplos Scalp (Gunlance only)
Artillery Novice. While attuned to this weapon, you
can add your Strength modifier to the damage of
your shell attacks.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Jumbo Bone
Uncommon armor upgrade material.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Raw Meat (O)
11-15 Gargwa Feather (A)
16-19 Sm Monsterbone (O)
20 Gargwa Egg (O)
ARMOR MATERIAL EFFECTS
Gargwa Feather
Detect. You gain a +1 bonus to your passive
Perception while you wear this armor.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Sm Monsterbone
Uncommon weapon upgrade material.
Gargwa Egg
An egg laid by a Gargwa. Common in food, yet still
very costly. Can be sold for 100 gp.
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-10 Raw Meat (O)
11-20 Larinoth Hide (A)
ARMOR MATERIAL EFFECTS
Larinoth Hide
Detect. You gain a +1 bonus to your passive
Perception while you wear this armor.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Challenge Rating 1
Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-13 Gastodon Carapace (A)
14-20 Gastodon Horn (A)
ARMOR MATERIAL EFFECTS
Gastodon Carapace
You reduce fire damage you take by 2 while you wear
this armor.
Gastodon Horn
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
140
Challenge Rating 1/4
Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-13 Kestodon Shell (A)
14-20 Kestodon Scalp (A)
ARMOR MATERIAL EFFECTS
Kestodon Shell
You reduce fire damage you take by 2 while you wear
this armor.
WEAPON MATERIAL EFFECTS
Kestodon Scalp
While you are attuned to this weapon, you can use
this weapon as your spellcasting focus.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Challenge Rating 0
Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-13 Moofah Fur (A)
14-20 Moofah Horn (W)
ARMOR MATERIAL EFFECTS
Moofah Fur
You reduce cold damage you take by 2 while you
wear this armor.
WEAPON MATERIAL EFFECTS
Moofah Horn
Your weapon attacks deal an extra 1 lightning
damage.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Challenge Rating 0
Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-15 Blue Mushroom (O)
16-20 Mosswine Hide (A)
ARMOR MATERIAL EFFECTS
Mosswine Hide
Mushroomancer. While wearing this armor you can
digest mushrooms that would otherwise be inedible
and gain their advantageous effects. The more
mosswine hide materials equipped in your armor or
trinkets, the more mushrooms you can eat.
1 Mosswine Hide.
Blue Mushroom, Restores a 1d4 hit points.
Toadstool, You regain 1 hit point at the start of
each of your turns for 1 minute.
2 Mosswine Hides.
Nitroshroom, Your Strength score increases by +2
for 1 minute.
Parashroom, Your AC becomes 13 + your
Dexterity modifier for the next 8 hours.
3 Mosswine Hides.
Chaos Mushroom, You are poisoned for 1 hour,
and gain 5 temporary hit points per character level
for the next 10 minutes.
Bindshroom, Your speed increases by 10 feet for
1 hour.
Exciteshroom, Provides one of the other
mushroom effects, roll a d6 to see which one:
1. Blue Mushroom 4. Parashroom
2. Toadstool 5. Chaos Mushroom
3. Nitroshroom 6. Bindshroom
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Blue Mushroom
Item found in (AGtMH p.70)
141
Challenge Rating 1/2
Carves 1
Carve Chance Material Slots
1-10 Remobra Hide (A)
11-18 Striped Skin (A)
19-20 Remobra Head (A)
ARMOR MATERIAL EFFECTS
Remobra Hide
You reduce necrotic damage you take by 2 while you
wear this armor.
Striped Skin
Luck. Roll a d20 at the end of a successful hunt. On a
18-20, you get one additional material from the
creature.
Remobra Head
ill Omen. Your Charisma score increases by 1 while
you wear this armor, but you have disadvantage on
persuasion and deception checks due to an
overwhelming feeling of disaster to those around
you.
Challenge Rating 1/8
Carves 1
Carve Chance Material Slots
1-10 Raw Meat (O)
11-16 Screamer Sac (O)
17-20 Wingdrake Hide (A)
ARMOR MATERIAL EFFECTS
Wingdrake Hide
Jump Master. While wearing this armor, you can cast
the jump spell twice per short or long rest, but can
target only yourself when you do so.
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Screamer Sac
A crafting material used to make sonic bombs.
Challenge Rating 9
Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-7 1-4 Najarala Shell (A,W)
8-11 5-9 Najarala Fang (W)
12-14 10-12 Najarala Hide (A)
15-18 13-15 Najarala Sounder (W)
— 16-17 N.Paralysis Sac (A,W)
19 18-19 Najarala Marrow (W)
20 20 Chilling Beak (A,W)
ARMOR MATERIAL EFFECTS
Najarala Shell
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
Najarala Hide
Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape
of your choice. While using these earplugs, you are
considered deafened. You can dispel the ear plugs as a
bonus action ending the deafened effect.
N.Paralysis Sac
You cannot be paralyzed while you wear this armor.
Chilling Beak
You have resistance to necrotic damage while you wear
this armor.
WEAPON MATERIAL EFFECTS
Najarala Shell
Capturer. When you capture a creature, you gain one
additional material from it.
Najarala Fang
Your weapon deals an extra 1d4 slashing damage.
Najarala Sounder
Your weapon deals an extra 1d6 slashing damage.
N.Paralysis Sac
This weapon has 3 runes which are regained every day at
dawn. When you hit a creature with this weapon, you
may expend a rune to have the target make a DC 14
Constitution saving throw. On a fail the creature is
incapacitated and has its movement speed is reduced to
0 for 1 minute. The creature may repeat its saving throw
at the end of its turn, ending the effect on a success.
Najarala Marrow
Capture Expert. Tranq bombs & ammo roll an extra 3d8
when they hit a creature.
Chilling Beak (Melee Weapon only)
When you hit a creature with this weapon, you can
choose to reduce the damage you deal by half to
grapple the target.
Remove these ads. Join the Worldbuilders Guild
Comments