Tome of Beasts Creature Components PDF Free

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The document discusses expanding the concept of creature components to include hazards for collecting components and 170 new creature components based on creatures from the Tome of Beasts.

This volume expands upon the original Creature Components concept by providing numerous new tools to players and storytellers, including empowered spells, wondrous items, and more that have been crafted from the blood of beasts.

It discusses expanding upon previous experiments and magical ideologies to include rules for harvesting hazards to make collecting components more interesting, 170 new creature components, and new magic items based on creatures from the Tome of Beasts by Kobold Press.

Creature Components

Daniel Marshall
Creature Components
Credits
Author: Daniel Marshall
Developers: Dan Dillon, Stephen Rowe
Editor: BJ Hensley
Cover Artist: Marcel Mercado
Original Tome of Beasts Artists: Darren Calvert, Ivan Lee Dixon, Micah Epstein,
Frank Garza, Felipe Gaona, Josh Hass, Ambrose H. Hoilman, Michael Jaecks, Eoghan
Kerrigan, Guido Kuip, Pat Loboyko, Shawncee McCoy, Dia Mahesa, Justin Mayhew,
Marcel Mercado, Aaron Miller, Johnny Morrow, Jason Rainville, Felipe Goana Reyder,
Kathryn Steele, Florian Stitz, Nakarin Sukontakorn, Orjan Ruttenborg Svendsen,
Byran Syme, Cory Trego-Erdner, Eva Widermann, and Keiran Yanner
Additional Art By: Jocelyn Sarvida

Playground Team Members


Head of Imagineering: BJ Hensley
Director of Design: Daniel Marshall
Master of the Mechanical Stuff: Stephen Rowe
Professor of Puzzles: James Gray
Special Thanks to Wolfgang Baur and the Kobold Press team
for the wondrous Tome of Beasts!
Open Content: Subject to designation as Product Identity (see below), the only portion of this Playground Adventures product designated as Open Game Content is the rules content (creature
stat blocks and names of skills, etc., taken from the System Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction
and Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written permission.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: Playground Adventures, the
Playground Adventures Logo, as well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to this product), dialogue, plots,
storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Wizards of the Coast, Inc. (Elements that have previously been designated as Open Game
Content are not included in this declaration.) Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their
ownership and is used under Fair Use.

Tome of Beasts and the associated art and trade dress are property of Kobold Press. Used with Permission.
Introduction
Table of
1
Contents
Angel, Chained����������������������������������������������� 8
Angel, Fidele��������������������������������������������������� 8
Harvesting Hazards 1 Angler Worm�������������������������������������������������� 8
Identifying Hazards������������������������������������������ 1
Mitigating Hazards������������������������������������������� 2 Anubian����������������������������������������������������������� 8
Arobreal Grappler������������������������������������������ 8
Hazards 2 Aridni�������������������������������������������������������������� 8
Type��������������������������������������������������������������������� 2
Azza Gremlin�������������������������������������������������� 9
Identification and Mitigation DCs������������������ 2
Baba Yaga’s Horsemen����������������������������������� 9
Requirements����������������������������������������������������� 2
Bagiennik�������������������������������������������������������� 9
Effects������������������������������������������������������������������ 2
Bastet Temple Cat������������������������������������������� 9
Lesser������������������������������������������������������������������ 3
Beli������������������������������������������������������������������� 9
Cloud of Slumber������������������������������������������� 3
Bereginyas������������������������������������������������������� 9
Acid Touch������������������������������������������������������ 3
Blemmyes�������������������������������������������������������� 9
Fire Burst��������������������������������������������������������� 3
Boloti������������������������������������������������������������� 11
Radiant Energy Eruption������������������������������ 3
Bone Collective��������������������������������������������� 11
Negating Flare������������������������������������������������� 3
Bouda������������������������������������������������������������� 11
Moderate������������������������������������������������������������ 4
Bucca�������������������������������������������������������������� 11
Sink Hole��������������������������������������������������������� 4
Bukavac��������������������������������������������������������� 12
Poison Burst���������������������������������������������������� 4
Buraq�������������������������������������������������������������� 12
Final Screech��������������������������������������������������� 4
Cambium������������������������������������������������������� 12
Pattern of Confusion������������������������������������� 4
Chelicerae������������������������������������������������������ 12
Icy Entrapment����������������������������������������������� 4
Chernomoi���������������������������������������������������� 12
Seizing Current����������������������������������������������� 5
Chronalmental���������������������������������������������� 12
Greater���������������������������������������������������������������� 5
Corpse Mound���������������������������������������������� 13
Residual Summoning������������������������������������ 5
Dau����������������������������������������������������������������� 13
Soul Drain������������������������������������������������������� 5
Deathwisp������������������������������������������������������ 13
Creature Component Catalogue 6 Demon����������������������������������������������������������� 13
Component Descriptions��������������������������������� 6 Demon, Apau Perape����������������������������������� 13
Aboleth, Nihileth�������������������������������������������� 7 Demon, Kishi������������������������������������������������ 14
Abominable Beauty���������������������������������������� 7 Demon, Malakbel����������������������������������������� 14
Accursed Defiler��������������������������������������������� 7 Demon, Psoglav�������������������������������������������� 14
Ala�������������������������������������������������������������������� 7 Demon, Rubezahl����������������������������������������� 14
Andrenjinyi����������������������������������������������������� 7 Devil, Automata������������������������������������������� 14
Angatra������������������������������������������������������������ 8 Devil, Crystalline����������������������������������������� 14
Angel���������������������������������������������������������������� 8 Devil, Gilded������������������������������������������������� 16
Devil, Ink������������������������������������������������������� 16 Gerridae��������������������������������������������������������� 23
Devil, Koralk������������������������������������������������� 16 Ghoul, Beggar����������������������������������������������� 23
Devil, Lunar�������������������������������������������������� 16 Ghoul, Bonepowder������������������������������������� 23
Devil, Orobas������������������������������������������������ 16 Ghoul, Darakhul������������������������������������������ 23
Devil, Salt������������������������������������������������������ 17 Gray Thirster������������������������������������������������� 24
Dissimortuum���������������������������������������������� 17 Gremlin, Rum����������������������������������������������� 24
Domovoi�������������������������������������������������������� 17 Grim Jester���������������������������������������������������� 24
Dopplerat������������������������������������������������������ 17 Hag, Blood���������������������������������������������������� 24
Dorreq����������������������������������������������������������� 18 Hag, Mirror��������������������������������������������������� 24
Dragon, Cave������������������������������������������������ 18 Hag, Red�������������������������������������������������������� 24
Dragon, Flame���������������������������������������������� 18 Hag, Sand������������������������������������������������������ 24
Dragon, Sea��������������������������������������������������� 18 Harpy, Owl���������������������������������������������������� 25
Dragon, Void������������������������������������������������ 18 Haugbui��������������������������������������������������������� 25
Dragon, Wind����������������������������������������������� 18 Herald of Blood�������������������������������������������� 25
Dragon Eel���������������������������������������������������� 18 Herald of Darkness�������������������������������������� 25
Drake, Alehouse������������������������������������������� 19 Horakh����������������������������������������������������������� 25
Drake, Ash����������������������������������������������������� 19 Hound of the Night�������������������������������������� 25
Drake, Coral�������������������������������������������������� 20 Hulking Whelp��������������������������������������������� 25
Drake, Deep�������������������������������������������������� 20 Hundun��������������������������������������������������������� 27
Drake, Elder Shadow����������������������������������� 20 Ice Maiden����������������������������������������������������� 27
Drake, Star����������������������������������������������������� 20 Isonade���������������������������������������������������������� 27
Dream Eater�������������������������������������������������� 20 Jaculus������������������������������������������������������������ 27
Drowned Maiden����������������������������������������� 20 Kalke�������������������������������������������������������������� 27
Dryad, Duskthorn���������������������������������������� 21 Kikimora������������������������������������������������������� 27
Dullahan�������������������������������������������������������� 21 Kot Bayun������������������������������������������������������ 28
Dune Mimic�������������������������������������������������� 21 Krake Spawn������������������������������������������������� 28
Eater of Dust������������������������������������������������� 21 Lantern Dragonette�������������������������������������� 28
Edimmu��������������������������������������������������������� 21 Leshy�������������������������������������������������������������� 28
Eel Hound����������������������������������������������������� 21 Lich Hound��������������������������������������������������� 28
Eleinomae������������������������������������������������������ 21 Likho�������������������������������������������������������������� 28
Far Darrig������������������������������������������������������ 22 Lindwurm����������������������������������������������������� 28
Fate Eater������������������������������������������������������� 22 Liosalfar��������������������������������������������������������� 28
Fear Smith����������������������������������������������������� 22 Lorelei������������������������������������������������������������ 29
Fext����������������������������������������������������������������� 22 Loxoda����������������������������������������������������������� 29
Firebird���������������������������������������������������������� 22 Mahoru���������������������������������������������������������� 29
Firegeist��������������������������������������������������������� 22 Mallqui���������������������������������������������������������� 30
Flutterflesh���������������������������������������������������� 23 Malphas��������������������������������������������������������� 30
Geni, Al-Aeshma������������������������������������������ 23 Mirager���������������������������������������������������������� 30
Miremal��������������������������������������������������������� 30 Theullai���������������������������������������������������������� 37
Mngwa����������������������������������������������������������� 30 Titan, Ancient����������������������������������������������� 37
Mordant Snare���������������������������������������������� 30 Tusked Skyfish���������������������������������������������� 38
Mummy, Venomous������������������������������������� 31 Uraeus������������������������������������������������������������ 38
Myling������������������������������������������������������������ 31 Urochar���������������������������������������������������������� 38
Naina�������������������������������������������������������������� 31 Vættir������������������������������������������������������������� 38
Nichny����������������������������������������������������������� 32 Valkryie��������������������������������������������������������� 38
Nightgarm����������������������������������������������������� 32 Vampire, Umbral������������������������������������������ 38
Ostinato��������������������������������������������������������� 32 Vila����������������������������������������������������������������� 39
Pombero�������������������������������������������������������� 32 Vile Barber���������������������������������������������������� 39
Putrid Haunt������������������������������������������������� 32 Voidling��������������������������������������������������������� 39
Qwyllion�������������������������������������������������������� 33 Wampus Cat�������������������������������������������������� 39
Ratatosk��������������������������������������������������������� 33 Water Leaper������������������������������������������������� 39
Rift Swine������������������������������������������������������ 33 White Ape����������������������������������������������������� 40
Rime Worm��������������������������������������������������� 33 Wormhearted Suffragan������������������������������ 40
Risen Reaver������������������������������������������������� 33 Xhkarsh��������������������������������������������������������� 40
Rotting Wind������������������������������������������������ 33 Zmey�������������������������������������������������������������� 40
Resulka���������������������������������������������������������� 33
Sand Silhouette��������������������������������������������� 33
Weapons 41
Lightning Arrow������������������������������������������� 41
Sandman�������������������������������������������������������� 34 Wing Blade���������������������������������������������������� 41
Sarcophagus Slime��������������������������������������� 34 Spire Dart������������������������������������������������������ 41
Sathaq Worm������������������������������������������������ 34
Scheznyki������������������������������������������������������ 34 Armor 41
Ghostwalk Leather��������������������������������������� 41
Selang������������������������������������������������������������� 34
Shadow Beast������������������������������������������������ 35 New Wondrous Items 41
Shoggoth�������������������������������������������������������� 35 Bota Pouch���������������������������������������������������� 41
Shroud����������������������������������������������������������� 35 Red Boots of the Fey������������������������������������ 41
Skein Witch��������������������������������������������������� 35 Shadhavar Flute�������������������������������������������� 42
Slow Storm���������������������������������������������������� 35 Lenses of the Lynx���������������������������������������� 42
Soul Eater������������������������������������������������������ 35
Magical Item Variants 42
Spark�������������������������������������������������������������� 36
Spectral Guardian���������������������������������������� 36 Alternative Materials 42
Sphinx, Gypsosphinx����������������������������������� 36
Spider, Ghostwalk���������������������������������������� 36
Spider of Leng����������������������������������������������� 36
Star-Spawn of Cthulu����������������������������������� 37
Stuhac������������������������������������������������������������ 37
Temple Dog��������������������������������������������������� 37
There are those in the field of Arcane Alchemy that have limited themselves to a
single form of the Prime Material Plane in their studies. They see into the Abyss, the
Hells, and even the Heavens, yet give not a glance to other possibilities beyond their
world.
Lady Al’Thein Fel’ethane, Master of the school of Arcane Alchemy in an academy I
once attended, was one such. Her brilliance, and centuries of study have uncovered the
previously untapped potential trapped within the creatures of the multiverse! Yet, in all
her years of experimentation, she has barely scratched the surface of possibility. There is
much more out there to be explored.
It is in her honor that I travel the worlds beyond Relistan, to alternate realities, in
an effort to further her research. When I found myself in the realm known as Midgard,
everything changed. Countless creatures have I studied across dozens of worlds, yet
there are hundreds of beings I have not yet even heard of! With this revelation, however,
comes a new danger.
Many of these new and amazing creatures possess deadly defenses, even after they
are slain. The few brave students that have accompanied me in my travels have only just
begun to study these anomalies, at great risk. More than one have suffered grave injury
and worse from a creature they believed slain and defenseless.
The tome before you is a compilation of what we have learned thus far, in the few
short decades since leaving Malla Zhaunil. It is my hope that one day our research will
join the Master’s, but for now, treasure it, add to it, and use it as best you are able.

With Respect,

Lord Halin Voll


Specialist in Arcane Alchemy, Wanderer of Worlds
Introduction
The concepts of Arcane Alchemy were once foreign,
Identifying Hazards
A harvester must be familiar with every creature they
intend to hunt in order to safely collect the components
they seek. Being versed in Arcana would, for instance,
devoid of methodologies and processes for harvesting
components from innately magical creatures. Creature provide great insight into the dangers of harvesting the
Components Volume One (5e) set the standard for such hoof dust of a gilded devil for use with an illusion, while
things, putting guidelines in place that shaped the very Religion would be significantly more helpful when
core of Arcane Alchemy’s concepts. attempting to harvest the needle finger of a Cambium.
This volume contains a plethora of new monsters Upon examining the body of a creature, the
and beasts, cataloged alongside new magical items harvester must make an Intelligence check to determine
that require the inclusion of various components, and if a latent hazard exists. The applicable skill proficiency
alternate possibilities for other items that already exist to identify such dangers post mortem depends on the
in more common forms. All of these possibilities are type of creature hunted, but the DC is dependent upon
sourced from the Tome of Beasts by Kobold Press. the potency of the existing hazard, should one manifest.
At the DM’s option, these checks can be made behind
the screen, by the DM themselves, potentially creating

Optional Rule:
intensely suspenseful moments for the PCs. If multiple
hazards exist in a single creature, the harvester can
detect one additional hazard for every 5 points above
the DC their ability check succeeded by. If one hazard

Harvesting Hazards
Collecting the pieces and parts of innately magical
is removed, a second check can be made to detect
additional hazards.

creatures can be a dangerous prospect, even if the being


has already been defeated. The buildup of energy within
their body can remain long after they cease to breathe,
The Power of Knowledge
erupting with explosive potential. Fortunately, means Below is a list of which skills apply to each type of
have been developed to both detect and discharge these creature. This list is derived from the skill listings in
energies safely, without contaminating the desired the Player’s Handbook.
components. Arcana — Aberrations, Dragons, Monstrosities,
The method used to determine if a hazard is Nature — Elementals, Fey
present is subject to DM discretion. As an alternative,
Table 1-1 can be used to provide a random method of Religion — Celestials, Fiends, Undead
determining if harvesting a target might be hazardous.

Table 1-1: Random Hazards


% Roll Lesser Potency Moderate Potency Greater Potency
01-50 — — —
51-70 — — Lesser Hazard
71-90 — Lesser Hazard Lesser Hazard
91-93 Lesser Hazard Lesser Hazard Moderate Hazard
94-96 Lesser Hazard Moderate Hazard Moderate Hazard
97-99 Lesser Hazard Moderate Hazard Greater Hazard
00 Moderate Hazard Greater Hazard Greater Hazard

1
All hazards have the following elements: type,
Mitigating Hazards Identification DC, Mitigation DC, requirements, and
Much like traps, latent hazards occurring in magical effect. These characteristics are described below.
creatures can be discharged, or otherwise mitigated
through careful use of the right methodologies and
tools. Like the ability of a rogue to use thieves’ tools
in order to disarm a mundane, or even a magical trap, Type
a harvester can make either an Intelligence (Medicine) The type of hazard can be of any energy type (acid,
or Wisdom (Survival) check to safely discharge a cold, lightning, fire, radiant, necrotic, and thunder), a
harvesting hazard. The DC necessary to disarm the school of magic (such as enchantment) or an element
hazard varies with each particular danger, but general (air, earth, fire or water). If the hazard inflicts damage,
guidelines are in Table 1-2. When multiple hazards the type determines what type of damage is done. It
exist, each one must be diffused individually. also indicates the nature of other effects the hazard
might have.

Table 1-2: Hazard Difficulty


Hazard Identify DC Mitigating DC Identification and Mitigation DCs
Lesser 10 15 When a harvester takes the time to examine the
remains of a monster, they make an Intelligence check.
Moderate 15 18 If a hazard exists, a successful check reveals not only
Greater 18 20 the nature of the hazard, but the category as well. A
failed check does not perceive the hazard.
When attempting to mitigate a hazard, a harvester
Harvesting Tools must make an Intelligence (Medicine) or Wisdom
A component harvesting kit has tools specifically (Survival) check. Success indicates that the hazard
designed to assist in removing these hazards prior is disarmed and no longer a threat to the harvester
to harvesting. A skilled harvester with such a kit or bystanders. This check can be retried unless the
adds their proficiency bonus to any ability checks to harvester fails by 5 or more. If the check is failed by 5
mitigate harvesting hazards, even if they lack the skill or more, the hazard is triggered.
required by the creature’s type. A set of component
harvesting tools costs 45 gp and weighs 5 pounds.
Requirements
Creatures tend to manifest hazards related to their
type’s natural abilities and nature. A creature with

Hazards
There is no limit to the form harvesting hazards can
a fiery nature or essence, is more likely to manifest a
hazard that deals fire damage, melts metal, or heats
the environment, while fey creatures are more likely to
create enchantment or illusion effects. In some cases,
take. An abominable beauty may unleash a blinding
flash or deafening blast if its eyes or voice box are specific creatures may be listed under this characteristic.
collected by an inexperienced harvester prior to
examining it. Alternatively, a sudden eruption of magic
from a defeated void dragon may inflict a burst of void-
based cold that ignores any resistance to cold damage.
Effects
While hazards can have a myriad of differing effects, this
The danger levels of these hazards are broken entry details the impact of triggering the listed hazard.
down into three categories, equating to the potency of Unless otherwise noted, any associated saves have a DC
creature components in general: lesser, moderate, and equal to 8 plus the proficiency bonus of the original
greater. Some of these are simply an inconvenience, creature plus its Charisma or Consitution modifier,
delaying the harvesting of components or affecting whichever is higher. Generally speaking, the harvester is
those nearby with strange but unobtrusive effects. at the center of the effect, and thus automatically struck
Others may cause immense devastation, destroying by any energy effect that erupts from the corpse without
the creature’s body, dealing damage in an area, or even save. There are exceptions to this however, such as an
shifting the harvester to another plane of existence. Arcane Trickster attempting to perform harvesting with
Examples of each hazard category can be found below. their specialized mage hand ability.

2
Lesser Optional Rule
Lesser hazards are those with the least damaging effects,
At the DM’s option, should a hazard be triggered
and are usually found in creatures with a challenge
without being dissipated in a controlled manner,
rating of 5 or below. However, more powerful creatures
the harvester suffers disadvantage on ability checks
may possess multiple hazards, including those in this
made to harvest components from the creature. This
category. The hazard present must tie into the special
is due to a portion of the creature’s magical energy
abilities or magical nature of the creature.
being expended by the hazard, leaving less behind
for harvesting.
Cloud of Slumber
Type enchantment; Identification DC 10; Mitigation 10-feet of the creature’s body. Each creature in the
DC 15 area must make a Dexterity saving throw. On a
Requirements fey creature type. failed save, a creature takes 3d6 fire damage and
Effect When the body is disturbed, a strange cloud catches fire, or half as much damage and doesn’t
of glimmering dust is released. Anyone standing catch fire on a successful one. Until someone takes
over the cloud must make a Wisdom saving throw an action to douse the fire, the burning creature
or fall into a magical slumber (as the sleep spell) takes 1d6 fire damage at the start of its turns.
for 1 minute per hit die of the slain creature. The fire ignites flammable objects in the area
Affected creatures age one year for every minute that aren’t being worn or carried.
spent sleeping.
Radiant Energy Eruption
Acid Touch Type Radiant; Identification DC 12; Mitigation DC 17
Type acid; Identification DC 10; Mitigation DC 15 Requirements celestial, a creature from the Positive
Requirements attacks or features that deal acid damage. Plane, or one that deals radiant damage with
Effect The internals of the creature are saturated with attacks or other features.
vitriolic acid. The harvester must succeed on a Effect Radiant energy emanates, filing the area within
Dexterity saving throw or take 2d4 acid damage. 10-feet of the body. Creatures that aren’t constructs
The acid continues to burn, dealing damage again or undead regain 2d6 hits points. Undead take 2d6
at the start of the harvester’s turn for 1 minute. The radiant damage, or half as much with a successful
harvester can repeat the save at the end of each of Wisdom saving throw.
its turns, ending the effect on itself on a success. A
creature damaged by the acid has disadvantage on Negating Flare
attack rolls and ability checks due to the intense
Type abjuration; Identification DC 12; Mitigation DC
pain until the burns are treated with a DC 15
16
Wisdom (Medicine) check or any amount of
magical healing. Requirements magic resistance or similar feature.
Effect Whips of magic-negating energy lash out at
Fire Burst 1d4 random creatures within 20 feet of the body.
Type fire; Identification DC 10; Mitigation DC 15 Make a melee spell attack with a bonus equal to the
creature’s Charisma modifier plus its proficiency
Requirements attacks or features that deal fire damage. bonus. Creatures struck are affected as if by dispel
Effect A burst of flame erupts, filling the area within. magic. Charisma is the spellcasting ability.

Though it is strange that I have never encountered these hazards before, their presence
makes logical sense. The magic within a creature must be expended somehow. If not harvested
by a practitioner of Arcane Alchemy, it is only logical that it would remain dormant for a
time, until triggered by some outside force, or enough time has passed for its power to slowly
seep away into the surrounding environment. What would happen then, if a large host of
similar creatures were slain in a condensed area, and their innate magical energies allowed
to drift away? Would the entirety of the area then be charged with their magic?

3
Requirements Attacks or features that deal thunder
Moderate damage.
Moderate hazards are most common in creatures
with a challenge rating between 6 and 11. At the DM’s Effect Disturbing the remains of a creature with this
option, a single moderate hazard can be replaced by hazard causes a final exhale of thunderous energy.
a pair of lesser hazards. Both of these lesser hazards Each creature within 20 feet of the body must
must somehow tie to the magical energies and abilities make a Constitution saving throw. On a failed
of the slain creature. save, a creature takes 6d6 thunder damage and is
stunned for one round, or half as much damage
and isn’t stunned on a successful one.
Sink Hole
This hazard doesn’t function in the area of a
Type earth; Identification DC 15; Mitigation DC 20 silence spell.
Requirements earth glide special ability.
Effect All creatures within 5 feet phase into the earth Pattern of Confusion
as if under the effect of an elemental’s earth glide Type enchantment; Identification DC 15; Mitigation
ability. Medium-sized or larger creatures are DC 19
restrained. Small-sized or smaller creatures are
restrained and can’t breathe. Creatures can escape Requirements attacks or features that cause confusion.
as an action with a successful DC 20 Strength or Effect Touching the body of the creature sets off a
Dexterity check. myriad of glittering patterns or overwhelms the
minds of onlookers with alien thought processes.
Poison Burst Each creature that can see the body must succeed
on a Wisdom saving throw or be confused (as the
Type poison; Identification DC 15; Mitigation DC 18 confusion spell) for one minute.
Requirements attacks or features that deal poison
damage or the poisoned condition. Icy Entrapment
Effect When a harvesting attempt is made, the creature’s Type cold; Identification DC 15; Mitigation DC 18
poison sacks rupture with explosive force, forcing
any living creature not immune to poison within Requirements attacks or features that deal cold damage.
15 feet to make a Constitution saving throw or be Effect The icy energy permeating the creature reaches
affected by the creature’s poison. out at the harvester. The harvester must make
a Dexterity saving throw. On a failed save, the
Final Screech creature takes 8d6 cold damage and its primary
Type thunder; Identification DC 16; Mitigation DC 18

4
hand or appendage is encased in ice, or half as Soul Drain
much damage and the limb isn’t frozen on a
successful one. The affected limb is frozen solid Type necrotic; Identification DC 18; Mitigation DC 20
and rendered useless. The ice can be thawed by an Requirements Undead type with the energy drain
amount of fire damage equal to or greater than the supernatural ability.
cold damage dealt by the initial effect (which the
entrapped creature sustains as well), or by greater Effect Necrotic energy fills the area within 20 feet of the
restoration. Otherwise, the ice thaws after 24 hours. body. Each creature in the area takes 6d10 necrotic
damage, and its hit point maximum is reduced
by an amount equal to the damage taken. This
Seizing Current reduction lasts until the target finishes a long rest.
Type lightning; Identification DC 18; Mitigation DC 20 The creature dies if this effect reduces its hit point
Requirements attacks or features that deal lightning maximum to 0. A humanoid slain in this way rises
damage. as a powerful undead with a challenge rating equal
to their challenge rating or level in 1 minute.
Effect A storm of lightning lashes out, filling the area
within 20 feet of the body. Creatures in the area
must succeed on a Dexterity saving throw or take
6d6 lightning damage and are paralyzed for 1d4
rounds. When the paralysis ends, the creature’s
speed is reduced to half for 10 minutes due to
residual muscle spasms. Any effect that ends
paralysis also cures the spasms and restores the
creature’s speed.

Greater
Greater hazards are almost never found in creatures
that yield only lesser potency components, as there is
not enough residual power or energy to fuel the effects.
Most commonly, they exist in creatures possessing
powerful magical abilities (CR 12+). At the DM’s
option, a single greater hazard can be replaced by a
pair of moderate hazards or three lesser hazards. Any
hazards associated with the creature must be somehow
tied to its abilities.

Residual Summoning
Type conjuration; Identification DC 18; Mitigation
DC 20
Requirements features that summon or conjure
other creatures.
Effect A creature with the ability to reach across
planes to summon allies may have such an ability
triggered by a reckless harvester. The most potent
summoning ability possessed by the creature is
triggered when its body is disturbed, summoning
yet more foes per the creature’s description. A
summoning with a percentage chance of success
automatically succeeds. If the source creature was
subject to an effect that prevents extraplanar travel
at the time of its death, or if its body is, this hazard
doesn’t function.

5
Creature Component Catalogue
This section details many of the possibilities creative Component: A list of the harvested ingredients
casters can utilize when incorporating creature most commonly used by spellcasters to enhance the
components into casting spells and the creation of power of their spells or magical items. Some creatures
magical items. Components harvested from hundreds can yield multiple types of components.
of creatures, including those of the celestial, dragon, Potency: The potency (lesser, moderate, or greater)
elemental, fiend, monstrosity, or undead types, are most commonly found when the respective creature is
found below. encountered. In rare cases, the potency of a particular
component from a specific creature can be an exception
Component Descriptions to the normal rules.
Creature component descriptions are summarized in Augmentation: This is a list of the spells or spell
the table below. The following format is used for all types that are affected by the harvested component. If
component descriptions: a specific spell or spell type is listed, the augmentations
6
discussed in the description affects similar spells as well. Description: The eyes of an abominable beauty make
For example, if invisibility is listed, the augmentation sight related effects of a blindness/deafness spell
would also be available for greater invisibility, provided permanent. Likewise, the voice box of the same
that the component is of sufficient potency for the creature makes deafness permanent. In either case,
given spell. The mass or greater versions of any spell the condition can only be cured by magical means
shown can be affected in a similar manner. Low level (i.e. lesser restoration).
spells are those of 1st through 3rd level. Mid-level spells
are defined as 4th through 6th level, and high level spells Accursed Defiler
are those of 7th level or greater.
Component: Sand
Cost: The cost for each component is generally
Potency: Lesser
100 gp for a lesser component, 500 gp for a moderate
component, and 1,000 gp for a greater component. Augmentations: Gust of wind
The market price for the component is then double Cost: 75 gp; Price 150 gp
the cost. Specific costs might vary based on the effects
of a component, and in these cases can be compared Description: Tossing sand that was once a part of an
to the effects of single-use spell completion magical accursed defiler’s shroud into the air during the
items. The DM should feel free to modify these prices casting of a gust of wind evocation sends it slashing
by up to 20% (increase or decrease) depending on how through the affected area at high speed. In the
common a specific creature is in an area or terrain. round the spell is first cast, all creatures within
If the component can be used more than once before the area of effect suffer 2d6 slashing damage from
being consumed, the cost should be increased by the the slicing grains of sand. An individual affected
number (or average number) of uses. by the spell can either choose to make a Strength
saving throw to resist the wind, in which case they
Description: Any types of magic that the creature is automatically take full damage from the sand blast,
best suited for, the use of the component, and any notes or a Dexterity saving throw for half damage from
with regards to exceptions to the hit dice requirements the sand, causing them to be pushed 15 feet away
for component potency can be found here. from the caster in the direction following the line
of wind.
Aboleth, Nihileth
Component: Cerebral Fluid Ala
Potency: Greater Component: Essence
Augmentations: Crown of madness, detect thoughts, Potency: Moderate
dominate person and similar enchantments Augmentations: Any low or mid-level spell that inflicts
Cost: 1,000 gp; Price 2,000 gp lightning damage
Description: Rubbing the cerebral fluid of a nihileth Cost: 250 gp; Price 500 gp
on the portion of your forhead commonly known Description: Empowering a lightning spell with the
as the “third eye” gives certain enchantments an essence of an ala ensures that all those affected
additional effect. At the conclusion of the spell by the spell must make their saving throw at
(usually when the caster’s concentration breaks) disadvantage due to the stormy nature of the
the target must make a Constitution saving throw fey creature.
or fall victim to a disease that can only be removed
by heal or similar magic. After 1 minute the victim’s Andrenjinyi
skin becomes translucent and slimy. They cannot
regain hit points unless fully submerged in water. Component: Esophageal fluid
When not fully submerged, the victim takes 1d6 Potency: Greater
points of acid damage every 10 minutes. Augmentations: Polymorph or similar spells
Abominable Beauty Cost: 1,600 gp; Price 3,200 gp
Component: Eyes or voice box Description: Pouring andrenjinyi esophageal fluid
over the target of a polymorph spell makes the
Potency: Moderate transmutation permanent, and no longer requires
Augmentations: Blindness/deafness concentration to maintain. All other limitations of
Cost: 250 gp; Price 500 gp the polymorph spell apply.
7
Angatra Angler Worm
Component: Animating ancestral spirit Component: Webbing strand
Potency: Moderate Potency: Lesser
Augmentations: Speak with dead Augmentations: Web
Cost: 250 gp; Price 500 gp Cost: 100 gp; Price 200 gp
Description: A malicious ancestral spirit animates Description: Webbing created by a web spell and
the form of an angatra. Harvesting it when the augmented by strands from an angler worm’s web
creature is slain allows it to be spoken to through is virtually invisible. A creature that couldn’t see
the use of speak with dead. Such magic functions the target area when the spell was cast must make a
1d4 times before the spirit is finally exhausted and Wisdom (Perception) check against your spell save
returns from whence it came. DC to detect them.

Angel Anubian
Component: Blood Component: Essence
Potency: Varies Potency: Lesser
Augmentations: Angelic sealsDM Augmentations: Sleet storm
Cost: Varies; Price Varies Cost: 100 gp; Price 200 gp
Description: Drawing an angelic seal in the blood Description: The essense of an anubian combines with
of an angel makes it a much greater channel for the sleet storm conjuration to intriguing effect.
angelic power. In most lesser seals, it doubles their Instead of ice and freezing rain, the augmented
potency. For example, a seal of clarityDM would spell summons slashing sands. The spell’s effects
add your full Intelligence modifier instead of half are unchanged, with the exception of difficult
to Wisdom (Insight, Perception) checks, and a seal terrain being caused by a thick layer of loose sand
of wrathDM would increase weapon damage by 2 rather than ice. Additionally, anyone caught in the
points instead of 1. The effects of angelic blood storm suffers 1d4 points of slashing damage each
on greater seals are much more varied, and at the round due to the slicing sands.
DM’s discretion.
Arobreal Grappler
Angel, Chained Component: Tentacle fur
Component: Chain fragment Potency: Lesser
Potency: Moderate Augmentations: Spider climb
Augmentations: Planar binding and similar spells Cost: 75 gp; Price 150 gp
Cost: 300 gp; Price 600 gp Description: When used in conjunction with a spider
Description: Chains once used to bind chained angel climb transmutation, a tuft of tentacle fur increases
double the duration of a planar binding spell that your climbing movement speed by 20 ft. beyond
targets a celestial. Additionally, the Charisma your normal walking speed.
saving throw DC is 1 higher than normal.
Aridni
Angel, Fidele Component: Powdered wings
Component: Wing feather Potency: Lesser
Potency: Lesser Augmentations: Cordon of arrows
Augmentations: Deva’s wingsDM Cost: 100 gp; Price 200 gp
Cost: 75 gp; Price 150 gp Description: A cordon of arrows enhanced by ground
Description: The wing feather of a fidele increases the up aridni wings is cast as if using a spell slot
fly speed granted by deva’s wings by 10 feet, for a one level higher than normal. Additionally, the
total movement rate of 70 feet per round for the ammunition used forces a Wisdom saving throw
duration of the spell. or the target falls asleep for 2d4 minutes. The
8
target wakes if it takes damage, or if a creature uses the potency of spells that cause the charmed
an action to shake it awake. condition such as charm person. Such spells are
more difficult to resist, causing the target to make
Azza Gremlin the saving throw with disadvantage.
Component: Finger bone
Beli
Potency: Lesser
Component: Blood
Augmentations: Call lightning, lightning bolt
Potency: Lesser
Cost: 100 gp; Price 200 gp
Augmentations: Weapon of bloodDM
Description: Azza gremlins wield lightning in
incredible ways. A finger bone used as a material Cost: 75 gp; Price 150 gp
component in a call lightning spell causes it to be Description: A single vial of beli blood replaces
cast as if using a spell slot one level higher than 1d4 points of damage necessary for the casting of a
normal. In the case of lightning bolt and similar weapon of blood spell (i.e. it could substitute for the
spells, the caster has the option to travel along the self-inflicted damage of a 1st level casting, or reduce
spell, rematerializing at any point along the length self-inflicted damage if cast as a higher-level spell).
of the lightning stroke. Additionally, doing so causes the created dagger to
inflict 2 points of cold damage for every level of the
Baba Yaga’s Horsemen spell slot used.
Component: Hair braid
Bereginyas
Potency: Moderate
Component: Essence
Augmentations: Conjure Fey
Potency: Lesser
Cost: 300 gp; Price 600 gp
Augmentations: Fog cloud
Description: Through the power of a Horseman’s
braid, you can summon an aspect of one of Cost: 150 gp; Price 300 gp
Baba Yaga’s horseman through the casting of Description: Bereginyas essence grants great power
conjure fey. The horseman summoned takes on to the caster of a fog cloud when incorporated
the appearance of whichever of the three who’s into the conjuration. So long as concentration
braid you possess, however, their statistics are is maintained, once per round the caster can use
the same. See the Aspect of the Horsemen an action to attempt to smother a creature within
sidebar for statistics. the cloud that requires air to survive. The target
must make a successful Strength saving throw or
Bagiennik immediately be out of breath and begin to suffocate,
as the fog chokes off air flow. The creature can
Component: Acid Oil repeat the save at the end of each of its turns. Any
Potency: Lesser creature who resists this effect is immune for the
Augmentations: Acid arrow duration of the casting.
Cost: 300 gp; Price 600 gp Blemmyes
Description: Incorporating a bagiennik’s natural
Component: Intraocular fluid
acidic oil into the casting of acid arrow increases
the potency of the invocation. The spell is cast as Potency: Moderate
if using a spell slot one level higher than normal. Augmentations: Compulsion
Cost: 300 gp; Price 600 gp
Bastet Temple Cat
Description: Using fluid drawn from the eyes of a
Component: Tongue blemmyes, you can grant a much grizzlier effect
Potency: Lesser to the compulsion enchantment. A creature
Augmentations: Charm person affected by the spell must seek out the nearest
source of sustenance visible. If no obvious
Cost: 100 gp; Price 200 gp source of food is available, the target will attack
Description: The tongue of a bastet temple cat amplifies the nearest creature, desperately craving meat.
9
10
Description: When integrated with the water walk
Aspect of the Horsemen transmutation, the footpads of a boloti allow the
Medium fey, lawful neutral spell to affect 2 additional targets for each footpad
Armor Class 20 (plate and shield) used (up to a maximum of three). Alternately, a
Hit Points 68 (8d8 + 32) single footpad can be used to extend the duration
Speed 30 ft. of the spell for a single target by 30 minutes.

Bone Collective
STR DEX CON INT WIS CHA Component: Red bone shard
20 (+5) 11 (+0) 19 (+4) 14 (+2) 16 (+3) 16 (+3)
Potency: Moderate
Augmentations: Animate dead
Saving Throws Dex +3, Wis +6
Skills Arcana +5, Athletics +8, History +5, Perception Cost: 300 gp; Price 600 gp
+6 Description: Using the bones of a bone collective,
Damage Resistance bludgeoning, piercing, and tinted red by the wyrmblood venom they create to
slashing damage from nonmagical weapons enhance an animate dead spell has powerful effects.
Damage Immunities lightning, poison Not only is the spell cast as if a spell slot of one level
Condition Immunities exhaustion, paralyzed, higher is used, but skeletons animated through the
poisoned use of the spell are tinged red by the venom used
Senses passive Perception 16 in their creation. Their claw attacks bear a weaker
Languages Celestial, Common, Infernal, telepathy form of wyrmblood venom, requiring a DC 12
100 ft. Constitution saving throw to resist becoming
Challenge 6 poisoned, and suffering 1d6 points of poison
damage every 4 hours until two consecutive saving
throws have been made successfully. This damage
Magic Resistance. The aspect of the horseman has
cannot be healed until the poison is purged.
advantage on saving throws against spells and
other magical effects.
Quick Draw. The aspect of the horseman can switch Bouda
between wielding its lance and longsword as a Component: Secretion
bonus action. Potency: Lesser
Actions Augmentations: Magic weapon, spiritual weapon
Multiattack. The horseman makes two attacks with Cost: 100 gp; Price 200 gp
its lance or longsword. Description: You can enhance a magic weapon
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft. enchantment with the whitish-yellow secretion
(disadvantage within 5 ft.), one target. Hit 11 of a bouda. Doing so forces anyone struck by the
(1d12 + 5) piercing damage. weapon for the duration of the spell to succeed a
Longsword. Melee Weapon Attack: +8 to hit, reach 5 Constitution saving throw or be poisoned for 1d6
ft., one target. Hit 9 (1d8 + 5) slashing damage, rounds. In the case of spiritual weapon cast by an
or 10 (1d10 + 5) slashing damage when used evil-aligned caster, the created weapon likewise
with two hands. inflicts poison on those it strikes.

Bucca
After this action is completed each round, the Component: Wing leather
target can attempt a new Wisdom saving throw
to break the enchantment. Potency: Lesser
Augmentations: Darkness
Boloti Cost: 75 gp; Price 150 gp
Component: Footpad Description: A darkness spell augmented by a bucca
Potency: Lesser wing has little effect unless the caster is within
the spell’s area of effect. In this case, the caster
Augmentations: Water walk gains invisibility for 1d4 rounds after leaving the
Cost: 100 gp; Price 200 gp darkness. (duration is unknown to the caster)
11
Bukavac Augmentations: Globe of invulnerability
Cost: 300 gp; Price 600 gp
Component: Secretion
Description: A shard of a chelicerae carapace can be
Potency: Moderate
used as the focal point for a globe of invulnerability.
Augmentations: Call lightning, lightning bolt, and Doing so allows the caster to absorb a portion of
thunderwave the magical energy of spells that target the globe
Cost: 100 gp; Price 200 gp or those within. When a spell is cast that targets
a protected individual (or the globe itself) you
Description: In the case of thunderwave or other low- make an Intelligence (Arcana) with a DC equal
level evocation that inflict thunder damage, the to the save DC of the spell. While failure yields
spell is cast as if using a spell slot 2 levels higher no negative effect, success allows you to capture
than what is actually used. While a lightning spell, half of the spell levels (rounded down) within the
such as lightning bolt or call lightning inflicts 2d8 globe. You can utilize these spell levels to amplify
thunder damage to all creatures within 5 feet of the other spells you cast for the duration of the globe of
target of the spell or the spell’s area. invulnerability plus 1d4+1 rounds before the power
dissipates. If the carapace shard is lost in that time,
Buraq anyone possessing the shard can similarly utilize
Component: Feather the power absorbed through the globe.
Potency: Moderate There is a danger in using this component
however. If more spell levels fail to be absorbed
Augmentations: Blade of wrathDM
than twice the level of the spell slot used in the
Cost: 250 gp; Price 500 gp casting the globe of invulnerability, the shard
Description: Casting blade of wrath while holding a shatters, inflicting 1d4 points of random energy
burag feather in hand transforms the feather itself damage for every spell level captured within a ten-
into a celestial blade, its pommel bearing the face of foot radius.
the buraq, with its feathers forming the guard. This
blade inflicts an additional 1d8 radiant damage, Chernomoi
and endures for 1d4 rounds after concentration is Component: Amygdala
broken, up to the normal maximum duration of
the spell. Potency: Lesser
Augmentations: Fear
Cambium Cost: 100 gp; Price 200 gp
Component: Needle finger Description: When used to augment the fear illusion,
Potency: Greater the image projected becomes that of an enormous,
roaring wyvern, a creature greatly feared by the
Augmentations: Ray of enfeeblement
chernomoi. The saving throw DC of the spell is
Cost: 500 gp; Price 1,000 gp increased by 1 for most. Against fey creatures, the
Description: Incorporating a needle finger of save DC is increased by 2.
a cambium has incredible effects on ray of
enfeeblement and similar ability affecting spells. Chronalmental
On a successful attack, the ray reduces the target’s Component: Essence
Strength by 1d4 in addition to its normal effects.
This reduction lasts until the target finishes a long Potency: Moderate
rest. If this reduces the target’s Strength to 0, they Augmentations: Haste, slow or similar time
fall unconscious until they regain at least one influencing spell.
point. In addition to this devastating effect, the Cost: 250 gp; Price 500 gp
saving throw DC is 2 higher than normal.
Description: The time influencing effects of
chronalmental essence are a powerful enhancement
Chelicerae
to the haste transmutation. The affected creatures
Component: Carapace shard speed is tripled (instead of doubled), they gain
Potency: Moderate a total +3 bonus to AC, and gain two additional
actions instead of one. However, the spell’s
12
maximum duration is reduced to 5 rounds, and In the case of a shadow monsters illusion, on
the target gains one level of exhaustion when the a failed saving throw, the target(s) perceive their
spell expires. allies as deathwisps. As such, the saving throw DC
Slow spells can also be augmented through is increased by 1. Characters able to identify the
the use of chronalmental essence. Instead of creatures (a forced DC 15 Intelligence (Religion)
making the spell’s effects more potent, it allows the check) instead have the DC of the spell increased by
transmutation to affect a wider range of targets. 2 due to the horrible reputation of these creatures.
Up to 12 creatures can be affected by a single
augmented casting of the spell. Demon
Component: Blood
Corpse Mound Potency: Varies
Component: Bone shard Augmentations: Blood armorDM
Potency: Moderate Cost: Varies; Price Varies
Augmentations: Create undead Description: A vial of demon blood can be used in
Cost: 250 gp; Price 500 gp the casting of the blood armor spell. The armor
created by such a spell has an obviously demonic
Description: The potent power of undead from a appearance, but grants the same armor class as the
corpse mound can be harnessed through the normal spell. It also grants advantage on Strength
casting of create undead, enhanced by a bone shard checks and saving throws.
of the creature. In such instances, the spell is cast
as if using a spell slot of 1 level higher than normal
(maximum 8th level), and the creatures remain The Dangers of Fiendish Blood
under your control for 50% longer (36 hours)
before requiring you to reassert your control. One must take particular care when
attempting to use the blood of fiends in blood
Dau magic incantations. In many cases the blood
becomes fused with one’s own, subtly corrupting
Component: Powdered wings the very free will of the caster. Any time a caster
Potency: Lesser chooses to use the blood of a demon or devil as a
material component for a blood magic spell they
Augmentations: Any low-level illusion.
must make a Wisdom sav ing throw (DC = 8 + the
Cost: 100 gp; Price 200 gp spell level). Failure indicates that they have become
Description: When casting an illusion spell, you can more susceptible to the influence of the type of
sprinkle a powder derived from dau wings to fiend whose blood was used. Any enchantment
enhance the realism of the illusory creation. The or illusion cast by such creatures are harder for
saving throw DC of these spells is increased by 1. them to resist (DC increased by 1 per failed saving
throw). This penalty can be removed by remove
Deathwisp curse, so long as three or fewer saving throws have
been failed. Otherwise, dispel evil and good or
Component: Essence more powerful magic is required.
Potency: Moderate
Augmentations: Create undead, and shadow Demon, Apau Perape
monstersDM
Component: Ichor
Cost: 250 gp; Price 500 gp
Potency: Moderate
Description: Using the magic of a create undead spell,
Augmentations: Contagion
you can re-animate the harvested essence of a
deathwisp, bringing it back to undeath under your Cost: 250 gp; Price 500 gp
control. As per the spell, you must reassert your Description: The ichor of an apau perape allows the
control over the undead every 24 hours. Such is caster of a contagion spell to infect the target with
the power of these creatures, that a full casting is Mechuiti’s Ichor disease rather than one of the
necessary to maintain control, and cannot be used normally listed contagions. The affected creature
to affect other undead creatures. is poisoned until the disease is cured or the spell’s
13
duration expires. Every 24 hours that pass, the Demon, Rubezahl
target must make a Constitution saving throw or
reduce its maximum hit points by 5 (2d4). If the Component: Powdered horn
target’s maximum hit points are reduced to 0 the Potency: Moderate
target dies. These lost hit points return after a long
Augmentations: Chain lightning
rest once the disease is cured.
Cost: 250 gp; Price 500 gp
Demon, Kishi Description: When you channel the electrical energy
Component: Eye of a rubezahl in the casting of a chain lightning
or similar magic, the currents swirl around you
Potency: Moderate throughout the casting. This power imbues you
Augmentations: Dominate person with lightning resistance for a number of rounds
Cost: 250 gp; Price 500 gp equal to the level of spell slot used to cast the
spell (i.e. a 6th level spell slot gives resistance for 6
Description: The eyes of a kishi demon augment rounds). Alternatively, you can focus this energy
spells such as dominate person with their own in a more offensive manner, increasing the die
supernatural charisma and manipulative abilities. type of the damage inflicted to d10, thus inflicting
Such spells are harder to resist, having a DC 1 a total of 10d10 points of lightning damage with a
higher than normal. Additionally, the control single casting.
granted by the spell becomes so absolute, that
the target rolls with disadvantage when making Devil, Automata
Wisdom saving throws to break free of the already
established effects. Component: Maw gear
Potency: Moderate
Demon, Malakbel Augmentations: Gear barrageDM, grinding gearsDM
Component: Finger bone Cost: 250 gp; Price 500 gp
Potency: Moderate Description: A gear from the maw of an automata
Augmentations: Any evocation that inflicts fire damage. devil can be used as a material component for
several clockwork magic incantations. In the case
Cost: 250 gp; Price 500 gp
of gear barrageDM, the spell inflicts an additional
Description: A caster using the finger bone of a 1d8 points of slashing damage, and the Dexterity
malakbel demon to augment an evocation that saving throw DC is 1 higher than normal. While
normally inflicts fire damage, instead causes half a grinding gears spell inflicts 1d8 plus your
fire and half radiant damage. Additionally, if the spellcasting ability modifier of slashing damage
spell is 1st through 3rd level, the damage inflicted when a creature falls prone, rather than the normal
is increased by one die type (i.e. d6 becomes d8). bludgeoning damage.
A single finger bone can endure the augmentation
of 1d8+1 spell levels before disintegrating into ash. Devil, Crystalline
Component: Crystal shard
Demon, Psoglav
Potency: Moderate
Component: Eye
Augmentations: Magic jar
Potency: Moderate
Cost: 300 gp; Price 600 gp
Augmentations: DarkboltDM
Description:A magic jar spell,
Cost: 100 gp; Price 200 gp when augmented by a
Description: The shadow manipulating energies of a large crystal shard that
psoglav demon add great power to many shadow has been carefully
magic spells. A darkbolt invocation, for instance, harvested from a
is cast as if using a spell slot 2 levels higher than crystalline devil,
normal, creating two additional rays, when has very different
augmented by the eye of a psoglav. effects. Rather than

14
15
capturing your soul, it shapes your physical form creature so marked for one hour per level of the
into the crystal shard, leaving nothing behind. Per spell slot used to create the glyph of warding.
the normal spell effects, you are still aware of your
surroundings as if you were in the shard’s space, and Devil, Koralk
can cast your soul out to a 100-foot range as normal. Component: Stinger
This gem can only be destroyed by shatter Potency: Moderate
or similar spell, if you fail the applicable saving
throw, rolled with advantage due to the magical Augmentations: Polymorph
protections possessed by the crystal. Should the Cost: 250 gp; Price 500 gp
crystal be destroyed, you are bodily cast from it Description: Stabbing the target of a polymorph
and stunned for 1d4 rounds, but suffer no other ill spell with a koralk’s stinger (requiring a melee
effects. Should your soul be outside of your body or ranged attack as part of the casting) twists the
at the time of its destruction you are immediately transmutation. An affected creature is transformed
pulled back into your original body, which reforms into a lemure devil for the duration of the spell,
where the crystal was destroyed. rather than any other chosen forms. When the
affected target reverts to their normal form, they
Devil, Gilded immediately suffer 3d6 points of poison damage
Component: Hoof dust and must succeed at a Constitution saving throw
Potency: Moderate or be poisoned for a1d4 minutes from the infernal
poison of the stinger. Should the attack miss, the
Augmentations: Low and mid-level illusions target is affected per the normal, unaugmented,
Cost: 300 gp; Price 600 gp polymorph spell and the magic of the component
Description: Any low or mid-level illusion spells cast is not consumed.
using the pulverized dust of a gilded devil hoof
as a material component are more difficult to Devil, Lunar
differentiate from reality. The saving throw DC Component: Claw
is 1 higher for these spells. In addition, you roll
all Charisma (Deception) checks with advantage Potency: Moderate
for a number of minutes equal to the level spell Augmentations: Moonbeam
slot used in the casting. For example, if you cast Cost: 150 gp; Price 300 gp
a major image spell using a 3rd level spell slot, you
gain advantage on Charisma (Deception) checks Description: Moonbeams are cast as if using a spell slot
for 3 minutes. Cantrips cannot be augmented by 2 levels higher than normal when augmented by
this component, as the component’s innate power the claw of a lunar devil. Utilizing this component
easily overcomes the relatively tiny amount of forces you to make all Wisdom (Animal Handling)
magic used for such spells. checks at disadvantage for 24 hours after use.

Devil, Ink Devil, Orobas


Component: Ink Component: Cerebrum
Potency: Lesser Potency: Greater
Augmentations: Glyph of warding Augmentations: Foresight
Cost: 100 gp; Price 200 gp Cost: 600 gp; Price 1,200 gp
Description: Glyphs of warding can be drawn using Description: Such is the power of the orobas, that its
the ink extracted from an ink devil. Doing so cerebrum enhances even the most powerful of
causes the explosive runes to not only inflict incantations. A foresight spell augmented with
damage of the chosen energy type, but on a failed this component allows you to split the duration
saving throw, marks the affected individuals as the between two targets who are in contact during the
energy carries with it the fiendish ink. You and spell’s casting. Additionally, up to three additional
your immediate allies (up to a number of people targets within a 20-foot radius gain the ability to
equal to the level of the spell slot used in casting) have advantage on any attack rolls or ability check
gain advantage on spell attacks made against any twice before the spell expires.

16
Devil, Salt Description: When crafting a glyph of warding, the
blood of a domovoi bonds its essence to the
Component: Brine glyph. Rather than another chosen spell, or a
Potency: Moderate runic explosion, triggering the glyph summons a
domovoi’s incorporeal essence. This creature has
Augmentations: Low or mid-level spells that inflict the same statistics as a normal domovoi, except
acid damage that it has the ability to move through creatures
Cost: 250 gp; Price 500 gp and objects as if they were difficult terrain. Should
Description: The strangely corrosive brine of a salt they end their turn inside an object they take 1d10
devil augments magicks that inflict acid damage. force damage. It is also already considered to be
Enhancing such spells makes the acid more potent, under the effects of their haste spell-like ability
increasing the saving throw DC by 1. Additionally, but has no further access to innate spellcasting.
against targets that are neither undead nor Its ghostly nature grants it resistance to acid, fire,
construct, each round the acid is active, it inflicts lightning, thunder, and bludgeoning, piercing,
1d6 necrotic damage. On a successful saving and slashing damage from nonmagical attacks.
throw against the spell (or a Constitution saving Its attacks inflict force damage rather than their
throw if the spell does not normally allow one) this normal damage type. Such a summoned essence
necrotic damage is reduced by half. remains for a number of rounds equal to the spell
slot used to cast the glyph of warding plus your
Dissimortuum casting ability score modifier.
Component: Mask
Dopplerat
Potency: Moderate
Component: Tail
Augmentations: Dominate person, and fear
Potency: Lesser
Cost: 300 gp; Price 600 gp
Augmentations: Conjure animals
Description: Donning the mask of a dissimortuum
that has been harvested through special means Cost: 100 gp; Price 200 gp
compounds its own fear effects with those of fear Description: Though not technically animals, using
inducing magic. A fear spell cast with the mask the tail of a dopplerate as a material component
as a material component reaches deeper into the in a conjure animals spell allows you to summon a
mind of those affected, increasing the Wisdom single doppelrat. If a higher-level spell slot is used,
saving throw DC by 2. Its natural mind-affecting additional dopplerats can be summoned as if they
abilities can also be channeled through the casting were CR 2 beasts.
of the dominate person enchantment. Doing so
allows the spell to be cast as if using a spell slot one
level higher than normal.
I find it odd that many of the other
planar beings I’ve encountered since
Using a dissimortuum mask grants powerful traveling here have never been seen
enhancements, but is not without risk. Though
the harvesting process protects you from some previously. They are not native to
of the mask’s influence, you must still make a DC Midgard, yet present themselves to in this
13 Wisdom saving throw or suffer 1d6 points of world before any other, almost as if they
necrotic damage and be dominated by the mask as prefer it to other Material Planes. I have
described in the Tome of Beasts. After 1d4+1 uses, examined the summoning spells of several
this protection fades and you are susceptible to the native arcanists and found little difference
normal dangers of donning the mask, without any
further spell augmentation benefits. from the spells found in my own texts, yet
they creatures called from the planes vary
Domovoi widely. I wonder, perhaps, if Midgard
Component: Blood bears ties to specific planes, or regions
within the outer planes, which makes it
Potency: Lesser
easier for these creatures to locate. This is
Augmentations: Glyph of warding certainly a possibility for later study.
Cost: 125 gp; Price 250 gp
17
Dorreq Description: By snapping the muscle of a mighty sea
dragon of young age or older taught during the
Component: Adrenal fluid casting of shatter, the thunder damage inflicted to
Potency: Lesser objects and structures is doubled. The spell does
not cause any additional damage to creatures in
Augmentations: Void strikeDM
the affected area.
Cost: 50 gp; Price 100 gp
Description: As a guardian creature from the void, Dragon, Void
dorreqi components are ideal for enhancing void Component: Heart blood
magic. Their adrenal fluid enhances the void
strikeDM spell by not only increasing the effective Potency: Varies
spell slot used by one, but also extends the Augmentations: Nether weaponDM
frightened condition inflicted by the spell by one Cost: Varies; Price Varies
additional round.
Description: The heart blood of a void dragon darkens a
Dragon, Cave nether weaponDM further, enhancing the enchanted
weapon. It is cast as if using a spell slot of one level
Component: Ruff spike higher than normal for young or younger dragon,
Potency: Varies and two levels higher for an adult or older dragon.
Augmentations: Darkness
Dragon, Wind
Cost: Varies; Price Varies
Component: Wing leather
Description: This power component provides a focal
point for a darkness spell. You can make a ranged Potency: Varies
attack by throwing the spike at a target. A successful Augmentations: Freedom of movement
hit initiates the spell using the spike as the center
of the radius. Its power extends the duration of the Cost: Varies; Price Varies
spell for one round after concentration is broken Description: For each age category above wyrmling
for every age category. (wyrmling – 1 round, young one additional willing creature can be affected by
– 2 rounds, etc.). the spell. Each intended target must have a piece
of the wing leather from the same dragon wrapped
Dragon, Flame around their arm at the time of casting.
Component: Elemental gland
Dragon Eel
Potency: Varies
Component: Heart
Augmentations: Spells that inflict fire damage
Potency: Greater
Cost: Varies; Price Varies
Augmentations: fire shield and spells that inflict
Description: By channeling fire magic through the lightning damage.
elemental gland of a flame dragon, its intensity
become great enough to harm even those normally Cost: 600 gp; Price 1,200 gp
resistant to its power. These spells ignore fire Description: The electrical energy of a dragon eel
resistance. A single elemental gland can be used to heart allows a fire shield spell to inflict 3d8
augment 1d4 spell levels per age category of young lightning damage rather than fire or cold. Such
or above, up to the spell level that the component enhanced spells surround you with a storm of
potency allows. lightning and provide acid resistance due to the
ionization of the lightning shield. Alternatively,
Dragon, Sea spells that inflict lightning damage normally
Component: Muscle cord inflict 50% more dice of damage (i.e. a lightning
bolt that normally inflicts 8d6 points of damage
Potency: Varies instead deals 12d6 when enhanced). A single
Augmentations: Shatter heart can enhance 3d4 spell levels (minimum 4)
Cost: Varies; Price Varies before its power is exhausted.

18
Drake, Alehouse
Component: Gas pouch
Potency: Lesser
Augmentations: Gust of wind
Cost: 50 gp; Price 100 gp
Description: The gaseous nature of an alehouse
drake’s burp enhances spells such as gust of
wind. Those within the spell’s line of effect
must make a Constitution saving throw or
be poisoned for 1 minute. This consequence
is in addition to the normal required Strength
saving throw and spell effects.
Drake, Ash
Component: Lung bellows
Potency: Lesser
Augmentations: Darkness
Cost: 50 gp; Price 100 gp

19
Description: Hot ash is carried along with the magic additional 2d6 points of cold damage, and the
of a darkness spell. A creature in the area when spell’s duration lasts for 1 round after concentration
it appears, or that starts its turn there suffers 1d6 is broken or terminated. This extended duration
fire damage and becomes blinded for 1d4 rounds. cannot exceed the normal 1 minute limitations of
A successful Constitution saving throw prevents the spell.
blinding and reduces the damage by half.
Drake, Star
Drake, Coral
Component: Motes of starlight
Component: Scales
Potency: Greater
Potency: Moderate
Augmentations: Hypnotic pattern, magic missile, and
Augmentations: Greater invisibility and invisibility moonbeam
Cost: 150 gp; Price 300 gp Cost: 500 gp; Price 1,000 gp
Description: Coral drake scales significantly alter the Description: A star drake’s sparkling motes of starlight
effects of an invisibility illusion. Integrating them enhance a hypnotic pattern, causing those who fail
as a material component in the casting does not their Wisdom saving throw to become stunned
truly make the target invisible. Instead, it grants rather than incapacitated per the normal spell
them perfect camouflage, granting advantage on description.
all Stealth checks and allowing the target to hide
Augmenting magic missile results in some
regardless of whether they are observed. When
spectacular effects. The normally invisible force
undetected, they gain all of the benefits of being
bolts become streaking nimbuses of light, striking
invisible. The spell does not end the moment the
their targets unerringly and inflicting 2d4 +1 points
target attacks or casts a spell, instead lasting for a
of damage. Additionally, the spell is cast as if using
number of rounds equal to the level of the spell
a spell slot 2 levels higher than normal, and burst
slot used after the first attack or spell.
into a flash on impact. This flash of light requires
In the case of greater invisibility, the duration the target to succeed a Constitution saving throw
of the spell is doubled when augmented by coral or be blinded for 1d4 rounds.
drake scales.
Moonbeam is cast as if using a spell slot 2
levels higher than normal. The area of the beam is
Drake, Deep also doubled, totaling a 10-foot radius.
Component: Poison
Potency: Moderate Dream Eater
Augmentations: Animate dead Component: Oil
Cost: 100 gp; Price 200 gp Potency: Lesser
Description: Spreading the poison across the set Augmentations: Stinking cloud
of bones or corpse to be animated extends the Cost: 50 gp; Price 100 gp
duration of control to 48 hours. This extension
Description: Those who fail their Constitution
remains for the entirety of the time the affected
saving throw against poison when subjected to
bodies are animated, even after further reassertions
a stinking cloud spell not only spend their action
of control.
retching, but are poisoned for 2d4 rounds after
leaving the cloud.
Drake, Elder Shadow
Component: Wing bone Drowned Maiden
Potency: Moderate Component: Hair
Augmentations: Become nightwingDM Potency: Lesser
Cost: 250 gp; Price 500 gp Augmentations: Web
Description: The become nightwing enchantment gains Cost: 75 gp; Price 150 gp
significant power when augmented by the wing
Description: A drowned maiden’s hair, woven into a
bone of an elder shadow drake. The Nightwing
web conjuration form the web of grasping strands of
Breath ability granted by the spell inflicts an
damp hair rather than summoned spider webs. As
20
such, the strands are immune to fire, and lash out, A Edimmu
creature that starts its turn within 5 feet of the spell’s
area must succeed on a Dexterity saving throw or be Component: Essence
restrained. A creature restrained by the spell must Potency: Lesser
make a Strength saving throw at the end of its turn
or be pulled 5 feet closer to the spell’s center. Augmentations: Chill touch
Cost: 50 gp; Price 100 gp
Dryad, Duskthorn Description: Desiccation caused by the siphoning
Component: Vine power of an edimmu can be channeled through
spells, such as chill touch, that inflict necrotic
Potency: Lesser damage. When so augmented, chill touch inflicts
Augmentations: Entangle an additional die of necrotic damage, and the
Cost: 50 gp; Price 100 gp damage inflicted by the spell can’t be regained until
the target finishes a long rest or drinks a gallon of
Description: Any caster attempting to use dispel magic water. Against water-related undead creatures
on an area affected by an augmented entangle spell such as a drowned maiden, they must make a
must make their ability check with disadvantage Constitution saving throw or have disadvantage
due to the magic resistant augmentations the on Attack rolls against you for 1 minute.
dryad’s vines grant to the conjuration.
Eel Hound
Dullahan
Component: Spittle
Component: Hoof shaving
Potency: Lesser
Potency: Moderate
Augmentations: Grease
Augmentations: Water walk
Cost: 50 gp; Price 100 gp
Cost: 250 gp; Price 500 gp
Description: A grease spell enhanced by the spittle of
Description: The hoof shavings of a dullahan allow a an eel hound appears as a blue-green color. The
single casting of water walk to affect half again as conjuration’s duration is increased significantly, to
many willing creatures, for a total of fifteen targets. 1 full hour. When the spell expires, rather than
disappearing completely, a thin sheen of blue-
Dune Mimic green is visible, though it is no longer slick enough
Component: Adhesive to have substantial effect.
Potency: Moderate
Eleinomae
Augmentations: Black tentacles
Component: Hair
Cost: 250 gp; Price 500 gp
Potency: Lesser
Description: Dune mimic adhesive coats the ebony
tentacles. Creatures restrained by the tentacles Augmentations: Major image
have disadvantage on checks made to escape. Cost: 75 gp; Price 150 gp
Description: These potent fey thrive through the use
Eater of Dust of illusions to attract their prey. By using their
Component: Resin hair as a material component in a major image
or similar spell, a portion of that power can be
Potency: Moderate harnessed. Such spells extend for 1d4 minutes
Augmentations: Mage armor after concentration is broken, though altering
Cost: 75 gp; Price 150 gp
Description: White resin coats the normally invisible Note to future generations, when
suit of armor crafted by the mage armor abjuration scribing notes, the use of drake hide is less
before fading from view. The target gains resistance than ideal due to its toughness. Something
to bludgeoning, piercing, and slashing damage less likely to break three out of every four
from nonmagical attacks in addition to the normal
AC benefits of the spell.
quills is recommended.

21
the illusion still requires the expenditure of a Fext
bonus action.
Component: Essence
Far Darrig Potency: Moderate
Component: Ground antler Augmentations: Conjure fey or planar ally
Potency: Lesser Cost: 250 gp; Price 500 gp
Augmentations: Magic weapon Description: Utilizing the essence of a fext when casting
planar ally allows you to call upon a powerful
Cost: 50 gp; Price 100 gp
servant of the fext’s master as if their name was
Description: When a magic weapon enchantment is known to you. Such creatures will demand 25%
augmented by the powder of ground up far darrig less as a fee for performing a deed due to the power
antler, their hatred of arcanists is embodied in the of the fext’s essence. The exact creature summoned
spell. The enchanted weapon inflicts an additional depends on the fext’s patron, but may take the
1d6 points of damage of whatever type normally form of a chasme demon or crystalline devil for a
inflicted by the weapon. fiendish patron or an otyugh for a patron that is a
Great Old One for example. Conjure fey may also
Fate Eater be used if the fext’s patron was an archfey. In this
case the spell might summon an eleinomae, with
Component: Flesh the same considerations and benefits.
Potency: Moderate
Augmentations: Divination Firebird
Cost: 250 gp; Price 500 gp Component: Feather
Description: Chewing the flesh of a fate eater amplifies Potency: Lesser
divination attempts. Casting divination in concert Augmentations: Daylight and orb of lightDM
with this provides you two questions rather than Cost: 50 gp; Price 100 gp
one, with the same restrictions normally imposed
by the spell. Alternatively, this component can be Description: The light provided by a daylight evocation
used on subsequent castings to reduce the chance enhanced by a firebird feather also provides
of a random reading by 50%. warmth. Those within its radius are immune to
the effects of extreme cold environments. For
more offensive use, an augmented orb of lightDM
Fear Smith inflicts 1d8 fire damage in addition to the spell’s
Component: Eye normal radiant damage.
Potency: Moderate
Firegeist
Augmentations: Guards and wards
Component: Essence
Cost: 250 gp; Price 500 gp
Potency: Lesser
Description: Adding the eye of a fear smith as a
material component in a guards and wards Augmentations: Conjure minor elemental
abjuration grants the spell an additional effect. Cost: 75 gp; Price 150 gp
A single chosen location forces those entering Description: A firegeist’s essence allows you to conjure
it to make a successful Wisdom saving throw or a single such creature for an extended duration
become disoriented. Attempting to move while through the use of a conjure minor elemental
affected by such a condition requires a Dexterity spell. Doing so extends the potential duration
saving throw to prevent the individual from by an additional 30 minutes. However, once the
falling prone. Even on a successful saving throw, first hour has expired, the firegeist can make a
direction is impossible to discern. All Dexterity Wisdom saving throw. Success indicates that it
ability checks (including the saving throw) are has broken free of your control and seeks to set
made with Disadvantage while so affected. An aflame any and every humanoid creature in view.
affected individual must move outside of the area Should the creature break free of control, it will
and make a successful Wisdom saving throw to remain despite loss of concentration for whatever
recover from the disorientation. duration remains, or until reduced to 0 hit points.
22
Flutterflesh and 1d8 necrotic damage in addition to the normal
spell effects.
Component: Wing skin
Potency: Greater
Gerridae
Component: Antennae
Augmentations: Any spell that inflicts necrotic damage
Potency: Lesser
Cost: 1,000 gp; Price 2,000 gp
Augmentations: Find steed and phantom steed
Description: Imbued with great necromantic power,
the flesh from a flutterflesh’s wing increases the Cost: 50 gp; Price 100 gp
life sapping power of any spell that inflicts necrotic Description: The antennae of a gerridae allows you
damage. Low and mid-level spells deal 50% more to call one of the creatures in the casting of a find
dice of damage. (i.e. a spell that inflicts 4d8 would steed conjuration. In the case of a phantom steed
instead inflict 6d8 necrotic damage). High level illusion, the illusory steed can run across water as
spells instead consider all rolled 1’s and 2’s to be 3’s if it were solid ground for the duration of the spell.
when determining the amount of damage done. In
all cases, the DC to resist these augmented spells is Ghoul, Beggar
1 greater than normal. Component: Claws
Potency: Lesser
Component: Skull dust Augmentations: Magic circle
Potency: Greater Cost: 50 gp; Price 100 gp
Augmentations: Cure wounds Description: The magic circle abjuration cast to ward
against undead can be laced with the powder of a
Cost: 900 gp; Price 1,800 gp beggar ghoul’s claws. Doing so grants those within
Description: Sprinkling dust created from the ground advantage on any saving throws against paralysis
skull of a flutterflesh into a wound while casting from an undead source.
the cure wounds spell grants miraculous recovery
abilities. A severed limb can be reattached if the Ghoul, Bonepowder
spell is cast within 1 round per level of the spell slot Component: Grave dust
used. Additionally, the target gains regenerative
powers for a number of rounds equal to the level of Potency: Greater
the spell slot used for casting. They heal 5 hit points Augmentations: Arcane sword
at the beginning of each round for the duration. Cost: 1,000 gp; Price 2,000 gp
Unfortunately, the same power that grants such
powerful healing, makes the affected creature Description: Grave dust from a bonepowder ghouls
more susceptible to radiant and fire damage. Not traces around the blade of force created by arcane
only do they gain weakness to these two damage sword. This shimmering dust imbues the blade
with negative energy, inflicting 2d8 necrotic
types, taking 50% more damage from them, but if
damage on a successful hit as well as the normal
damage of one of these types is suffered, they do
force damage inflicted by the sword. Additionally,
not regenerate that round. the target must make a Constitution saving throw
or be paralyzed for 1d4 rounds.
Geni, Al-Aeshma
Component: Essence Ghoul, Darakhul
Potency: Moderate Component: Scent gland
Augmentations: Gust of wind, wind wall and other Potency: Lesser
similar spells Augmentations: Stinking Cloud
Cost: 250 gp; Price 500 gp Cost: 50 gp; Price 100 gp
Description: A wind wall woven together with the Description: Crushing a darakhul’s scent gland amidst
essence of an al-aeshma carries with it the slashing the casting of stinking cloud enhances its potency.
sands and necrotic energy of their existence. Any The saving throw DC to resist the spell’s effects
creature within the affected area takes 1d8 slashing increases by 1.
23
Gray Thirster the spell ends, the cloud condenses and streams to
you. You regain 1 hit point for every die of damage
Component: Skin inflicted over the spell’s duration. You gain any
Potency: Lesser excess over your maximum hit points as temporary
hit points, up to an amount equal to your level.
Augmentations: Stinking Cloud
Cost: 50 gp; Price 100 gp Hag, Mirror
Description: Flakes of the parchment-thin skin of Component: Tooth
a gray thirster can be incorporated as a material
component of a ray of enfeeblement spell. Any Potency: Moderate
creature struck by such an augmented incantation Augmentations: Phantasmal killer
takes one level of exhaustion due to thirst in Cost: 250 gp; Price 500 gp
addition to the spell’s normal effects.
Description: Mirror hags possess gnarled teeth, akin
Gremlin, Rum to their confounding appearance. Channeling
their power through such a tooth into a
Component: Alcohol phantasmal killer reduces the target’s Charisma
Potency: Lesser by 1d6 on a failed saving throw in addition to the
spell’s normal effects, as the magic twists their
Augmentations: Stinking Cloud
own features as well as their visions. A creature
Cost: 50 gp; Price 100 gp reduced to 0 Charisma is unconscious until
Description: The source of their magical aura of it regains at least 1 point. This reduction lasts
drunkenness, a rum gremlin’s alcohol can be until the creature finishes a long rest. Even on a
harvested and used as part of a stinking cloud successful saving throw, the target’s Charisma is
spell. Doing so forces anyone who has consumed reduced by 2 due to the transmutative effects of
alcohol within the last 1d4 hours to make their the mirror hag tooth.
saving throw with disadvantage.
Hag, Red
Grim Jester Component: Blood
Component: Skull Potency: Moderate
Potency: Moderate Augmentations: Sanguine horrorDM
Augmentations: Hideous laughter Cost: 250 gp; Price 500 gp
Cost: 250 gp; Price 500 gp Description: Rather than using your own blood
Description: Grim jesters can kill with a single joke. in conjuring a sanguine horrorDM, you can use
That potent ability is harnessed when casting instead the blood of a red hag. Doing so grants
a hideous laughter enchantment using their the summoned blood elemental magic resistance,
powdered skulls as a material component. The allowing them advantage on saving throws against
saving throw DC of the spell is increased by 2, and spells and other magical effects. Additionally,
the target does not gain advantage on the saving the conjured creature gains a +1 bonus to attack
throw if it’s triggered by damage. Additionally, at and damage rolls, as well as on ability checks and
the start of its turn the target takes 1d6 necrotic saving throws based on Strength or Constitution,
damage. This damage doesn’t prompt a new saving and its hit point maximum increases by 10.
throw.
Hag, Sand
Hag, Blood Component: Claw
Component: Blood Potency: Lesser
Potency: Moderate Augmentations: Low-level illusions
Augmentations: Exsanguinating cloudDM Cost: 50 gp; Price 100 gp
Cost: 250 gp; Price 500 gp Description: Any low-level illusion enhanced by
Description: A blood hag’s blood lends great power to the claws of a sand hag are more convincing to
blood magic such as exsanguinating cloud. When onlookers. The saving throw DC is increased by 1.
24
Harpy, Owl shadows. These spells force any escape attempt to
be made at disadvantage. Additionally, a creature
Component: Dander restrained by the shadows at the start of its turn
Potency: Lesser takes 2d6 necrotic damage, or half as much if it
succeeds on the Constitution saving throw to
Augmentations: Sleep
resist exhaustion.
Cost: 50 gp; Price 100 gp
Description: Though sleep does not normally allow a Horakh
saving throw, should the enchantment be enhanced Component: Claw
by owl harpy dander its additional effects can Potency: Moderate
potentially be resisted. Those affected by the spell
must make a Constitution saving throw or become Augmentations: Polymorph
poisoned for 1d4 minutes, persisting even after the Cost: 250 gp; Price 500 gp
target wakes from the sleep effects. A successful Description: By including the claws of a horakh as a
saving throw resists the poison effect, but does not material component in a polymorph spell, the
prevent the enchantment’s normal effects. target can make two claw attacks as an action.
Haugbui The claws inflict slashing damage equal to 1d8
+ its Strength modifier. Additionally, regardless
Component: Eye of the form taken, the target gains a thick chitin
Potency: Greater reminiscent of the horakh. This chitin grants a +2
bonus to AC.
Augmentations: Arcane eye
Cost: 1,000 gp; Price 2,000 gp Hound of the Night
Description: The incorporeal eye of a haugbui becomes Component: Scent membranes
the very arcane eye you create. The maximum Potency: Lesser
duration of the spell is doubled, and you gain
auditory information as well as visual, centered Augmentations: Conjure animals
from wherever the eye is located. Cost: 50 gp; Price 100 gp
Herald of Blood Description: Conjure animals allows the summoning
of fey creatures to assist you. Augmenting such a
Component: Bone summoning intending to call upon either a single
Potency: Greater CR 2 creature or 2 CR 1 or lower creatures, with
Augmentations: Ley stormDM the scent membrane of a hound of the night, they
gain a special sensory ability. Whether or not they
Cost: 1,000 gp; Price 2,000 gp normally possess the ability to track by scent, the
Description: Fed by the power of ley lines, the bones empowered spell does so. This special tracking
of a herald of blood naturally conduct such energy. ability allows the summoned creatures to follow a
Using them as a material component of a ley scent through all forms of dimensional travel short
stormDM conjuration increases the saving throw of plane shift or teleport. This includes all manner
DC of all effects by 1. Additionally, all damaging of fey steps, dimension door spells, and phase shifts
effects use a die type one larger than normal (i.e. a as examples.
d8 becomes a d10).
Hulking Whelp
Herald of Darkness Component: Adrenal gland
Component: Essence Potency: Lesser
Potency: Greater Augmentations: Enlarge/Reduce
Augmentations: Living shadowsDM Cost: 50 gp; Price 100 gp
Cost: 1,000 gp; Price 2,000 gp Description: Emotion triggers the reaction of a hulking
Description: Nothing reflects the umbral nature of whelp. Using the creature’s adrenal gland alters
these heralds like the shadows themselves. Their the way an enlarge spell works in strange ways.
essence can be captured when they take shadow First and foremost, maintaining the spell does not
form, and used to heighten spells such as living require concentration on your part. However, it
25
The Heralds of Blood and Darkness were particularly difficult to procure adequate
samples for experimentation from. Obviously, as fiends they have the unfortunate
tendency to return to their plane of origin when slain, yet this is the least of our difficulties.
The effects of the heralds’ touch made it extraordinarily difficult to defeat the beings. Many
hired mercenaries and even one of my own students met their end battling these challenging
planar creatures.
While I would love to be able to claim that it was a stroke of my own personal genius that
allowed successful experimentation upon a slain herald, it is my senior apprentice who has
claim of that honor.
Being fiends, the heralds can potentially be affected by summoning spells, though calling
upon such a powerful being is exceedingly difficult, and requires great discipline, strength of
will, and no shortage of protective wards to perform successfully. Calister Ghuld, one of my
few human apprentices, was able to uncover just such a summoning in the library of a local
wizard. Using numerous essences of earth elementals and components from a variety of fey
creatures Calister was able to entice the beings forth.
Summoning such beings is a feat in and of itself. Containing them is a task suited only for
the most experienced wizards... of which my apprentice, unfortunately, was not. Through
the efforts the rest of of my students, they were able to contain the creatures and strike a
bargain that ultimately yielded a series of components that allowed us to continue our
research. Strangely... I haven’t seen Calister in several weeks...

26
does not immediately take effect either, dissipating Jaculus
only after the target completes a long rest. When
the recipient of the spell is attacked, frightened, Component: Head feather
takes damage, or suffers some other condition or Potency: Lesser
situation that would trigger its adrenalin, the spell
takes effect. The effects last for one minute, or Augmentations: Jump
until the triggering event (such as an encounter or Cost: 50 gp; Price 100 gp
battle) subsides. Description: An enhanced jump spell that uses the
head feather of a jaculus as a material component
Hundun allows the target to treat all jumps as if made with
Component: Blood a 10-foot running start, even if from standing still.
Potency: Moderate
Kalke
Augmentations: Creation
Component: Sensate gland
Cost: 300 gp; Price 600 gp
Potency: Lesser
Description: Hundun’s possess the heart of creation.
Including a vial of their blood into the casting of a Augmentations: Detect Magic
creation spell allows you to cast it as if using a spell Cost: 50 gp; Price 100 gp
slot one level higher than normal. Additionally,
Description: The sensate gland, located in the rear of
any created material lasts twice as long.
the fiend’s brain, is responsible for its ability to
detect spellcasting. When a derivative of this gland
Ice Maiden is used as a material component for a detect magic
Component: Hair spell it allows you to share this perception. While
Potency: Moderate the spell is active, you can detect spellcasting within
30 feet of you, and use an action to determine
Augmentations: Freezing sphere whether it is arcane or divine magic, as well as the
Cost: 250 gp; Price 500 gp school or type of magic being cast.
Description: Ice maiden hair woven into a freezing
sphere spell gives the spell one of the following Kikimora
additional effects, chosen at the time of casting: Component: Claw
Any affected targets that fail their Constitution
save or become blinded for 2d4 minutes; the spell Potency: Lesser
is cast as if using a spell slot one level higher than Augmentations: Glyph of warding
normal; the spell can affect creatures normally Cost: 150 gp; Price 300 gp
resistant to cold (but not those immune to it).
Creatures resistant to cold are immune to the Description: A glyph of warding etched with a kikimora
blindness effect. claw has a vastly different effect. When the glyph is
triggered, all creatures within 10 feet of the glyph
Isonade must make a Wisdom saving throw or become
trapped in an extradimensional space. This space
Component: Ground teeth is a 10-foot cube with a single window, allowing
Potency: Greater a view to the point where the glyph was. Anyone
Augmentations: Storm of Vengeance who knows the command word established when
the glyph is etched can release those captured.
Cost: 1,500 gp; Price 3,000 gp Dispel magic cast successfully against a spell of
Description: Tossing a powder made from an isonade’s the glyph’s level destroys the prison and releases
ground teeth into the air while casting storm of anyone trapped inside. Otherwise, captured
vengeance augments the powerful conjuration individuals are automatically released after 1 hour
even further. The size of the storm increases by per level of the spell slot used to cast the spell. For
50% affecting a 540-foot radius, and it endures for this effect to take place the spell must have been
a single round after concentration is broken. cast using a 4th level spell slot.

27
Kot Bayun voices of any creature it has heard for the duration
of the spell. A successful Wisdom (Insight) check
Component: Tongue against your spell save DC reveals the deception.
Potency: Lesser
Augmentations: Sleep Lich Hound
Cost: 50 gp; Price 100 gp Component: Skull bone shard
Description: Kot bayun are well known for singing Potency: Lesser
their prey to sleep. The tongue of such a creature Augmentations: Nether weaponDM
can be used to enhance a sleep spell. Doing so
Cost: 50 gp; Price 100 gp
allows the spell to function as if cast using a spell
slot 1 level higher than normal. Description: The corruption of celestials that spawn
lich hounds, give rise to the necrotic energy that
Krake Spawn animates them. By channeling the power of a
nether weapon spell through a bone shard, it
Component: Ink inflicts necrotic damage as if cast using a spell slot
Potency: Lesser 1 level higher than normal.
Augmentations: Darkness
Cost: 300 gp; Price 600 gp
Likho
Description: A vial of krake spawn ink is an invaluable Component: Tears
augmenting component for a darkness evocation. Potency: Moderate
Tossing it at the center of the spell causes anyone Augmentations: Eyebite
within the area affected by the spell to suffer 2d6
poison damage or half damage with a successful Cost: 250 gp; Price 500 gp
Constitution saving throw. This effect continues Description: A likho’s tears can enhance the
for the duration of the spell, affecting creatures necromantic power of an eyebite spell. Using them
who start their turn in the area, or who enter the as a material component for the spell combines the
area for the first time on a turn, even after the spell creature’s natural disruptive gaze with the power
is cast. of the magic. When a creature is targeted by
your gaze, they must make all attack rolls, saving
Lantern Dragonette throws, and ability checks with disadvantage until
Component: Stomach scales the end of their next turn, regardless of whether
they fail their Wisdom saving throw or not. This is
Potency: Lesser in addition to the normal effects of the spell.
Augmentations: Continual flame
Cost: 50 gp; Price 100 gp Lindwurm
Description: Lantern dragonette scales replace the Component: Saliva sack
ruby dust material component requirement for a Potency: Lesser
continual flame spell. Additionally, the DC required
to dispel the effect is 4 higher than normal. Augmentations: Ray of enfeeblement
Cost: 75 gp; Price 150 gp
Leshy Description: Lindwurm saliva adds an infectious
Component: Beard component to a ray of enfeeblement. If the target of
Potency: Lesser such a spell fails their Constitution saving throw,
they gain one level of exhaustion and contract
Augmentations: Tongues lindwurm fever (see the Tome of Beasts for details).
Cost: 50 gp; Price 100 gp
Description: Placing a sprig of leshy beard under the Liosalfar
tongue of the target of a tongues spell grants them Component: Essence
abilities beyond the divination’s normal function.
Potency: Moderate
Not only can they understand all languages, and be
understood, but the target can mimic the calls and Augmentations: StarfallDM, sunbeam or similar spells
28
Cost: 300 gp; Price 600 gp Loxoda
Description: Upon death, the essence of a light elf can
Component: Tusk
be captured by a practiced harvester. This essence
enhances many evocations, such as starfallDM, and Potency: Moderate
sunbeam that inflict radiant damage with any one Augmentations: Thunderwave
of a number of possible effects, selected by the
caster upon spell completion. The spell is cast as Cost: 150 gp; Price 300 gp
if using a spell slot 1 level higher than normal; the Description: Blowing through a loxoda tusk like a
range doubles; or the die-type of damage increases war horn enhances the power of the thunderwave
by 1 (i.e. d6 becomes d8). evocation. The force of the spell is increased,
pushing affected creatures 5 feet further away.
Lorelei Those who fail their saving throw are pushed by
15-feet, while those that succeed are still pushed
Component: Eye lashes 5-feet. Additionally, the thunderwave spell is cast
Potency: Lesser as if using a spell slot one level higher than normal.
Augmentations: Charm person A single tusk can be used 1d4 times before the
magic within depletes.
Cost: 50 gp; Price 100 gp
Description: The eye lashes of a lorelei increase Mahoru
the potency of charm person and similar
Component: Tooth
enchantments. The saving throw DC of such
spells is increased by 2. Potency: Lesser

29
Augmentations: Magic Weapon Cost: 250 gp; Price 500 gp
Cost: 100 gp; Price 200 gp Description: Tossing the sand that composes the
Description: Using the tooth of a mahoru to trace a form of a mirager into the air during the casting
symbol into the weapon to be enchanted grants it of hallucinatory terrain affects the ability of those
additional power. A magic weapon transmutation viewing the illusion to be more susceptible to
cast upon a slashing or piercing weapon causes certain enchantments. Those that gaze upon the
creatures damaged by it to lose 1 hit point due illusion enhanced in this fashion must make any
to bleeding at the start of its turn. A successful saving throws against spells such as charm person
DC 15 Wisdom (Medicine) check as an action, and suggestion with disadvantage. This effect
an application of a healer’s kit, or any amount of endures for 1d4 minutes after the view is disrupted,
magical healing stops the bleeding. but fades immediately if the creature successfully
disbelieves the illusion.
Mallqui
Miremal
Component: Lock of hair
Component: Stomach acid
Potency: Moderate
Potency: Lesser
Augmentations: Cone of cold
Augmentations: Acid arrow
Cost: 250 gp; Price 500 gp
Cost: 75 gp; Price 150 gp
Description: The freezing power of a cone of cold blends
with the desiccating power of the mallqui when Description: The target of an enhanced acid arrow
a lock of hair is used as a material component. spell must make a Constitution saving throw or be
When augmented in this manner the evocation blinded for as long as the acid inflicts damage.
inflicts 7d8 cold damage and 2d8 necrotic damage.
If a higher-level spell slot is used, you can choose Mngwa
to enhance either the cold or necrotic damage by Component: Hide
1d8 for each spell level above 5th.
Potency: Lesser
Malphas Augmentations: Mage armor
Component: Beak shavings Cost: 50 gp; Price 100 gp
Potency: Moderate Description: Mngwa hide possesses an otherworldly
Augmentations: Magic missile quality. Using it to enhance a mage armor
abjuration the target’s AC is increased by both
Cost: 250 gp; Price 500 gp their Dexterity and Charisma modifiers.
Description: Casting magic missile while using
the shavings of a malphas beak as a material Mordant Snare
component reproduces the spell’s effects a
second time. The spell has full effect when the Component: Filaments
original casting is completed. At the start of Potency: Greater
your next turn, the spell goes off a second time, Augmentations: Animate dead
with one fewer missiles than the original casting.
These secondary missiles speed towards the Cost: 1,500 gp; Price 3,000 gp
same targets originally selected by the caster. Description: Zombies animated by a spell enhanced
If none remain alive, they strike random living by mordant snare filaments spew acid out
creatures within the spell range, beginning with of wounds inflicted by piercing and slashing
those closest to you. weapons. Anyone within 5 feet when such
damage is inflicted suffer 1d6 acid damage, or
Mirager half damage with a successful DC 16 Dexterity
Component: Sand saving throw. The filament is only needed for
the initial animation. Further castings to extend
Potency: Moderate the duration do not require this additional
Augmentations: Hallucinatory Terrain component to maintain their acidic qualities.

30
Mummy, Venomous saving throw. If the target fails the saving throw,
it is restrained. At the start of the target’s turn, it
Component: Wrappings must succeed on another Strength saving throw or
Potency: Lesser be pulled into the ground to its waist, taking 2d6
bludgeoning damage in the process. Once sunk, a
Augmentations: Scorching ray creature can make a DC 15 Strength (Athletics) to
Cost: 75 gp; Price 150 gp pull the target (or for the target to free itself) from
Description: When the wrappings of a venomous the ground. The spell ends when the target sinks.
mummy are burned, they create toxic fumes.
These fumes fill the area within 5 feet from a Naina
target hit by a scorching ray. Those in the affected Component: Hair
area, including the initial target, take 2d6 poison
damage. A successful Constitution saving throw Potency: Moderate
reduces the poison damage by half. The cloud can Augmentations: Polymorph
be easily dissipated by a strong breeze, gust of wind Cost: 300 gp; Price 600 gp
spell or similar effects. Otherwise, it remains for
1d4 rounds before dissipating on its own. Description: Naina hair allows you to transform the
target into a drake similar to a naina, though
Myling without its spellcasting abilities, gaining it a
fly speed of 100 ft. The targets Strength and
Component: Tears Constitution score become 18, and its Dexterity
Potency: Lesser score changes to 16, though mental ability scores
are strangely unchanged despite the normal effects
Augmentations: Hold person of the transmutation. Its AC becomes 15 due to
Cost: 50 gp; Price 100 gp natural armor and it gains resistance to nonmagical
Description: The tears of a myling drastically alter weapon damage. Lastly, when the spell is cast you
the effects of a normal hold person enchantment. choose one of the naina’s breath weapons to imbue
Rather than paralyzing the target upon the target. Regardless of the breath weapon
humanoid, a hand rises from type, the saving throw DC is equal to that of the
the ground to snare them. The polymorph spell. Each use reduces the maximum
resulting saving throw is Strength, duration of the spell by 20 minutes. If there is
rather than the normal Wisdom less than 20 minutes remaining, the
polymorphed drake can no longer
use their breath weapon. All
other restrictions of
the polymorph
spell apply.

31
Nichny Pombero
Component: Fang Component: Calcaneus
Potency: Moderate Potency: Lesser
Augmentations: Bless Augmentations: Pass without trace
Cost: 250 gp; Price 500 gp Cost: 50 gp; Price 100 gp
Description: By utilizing a nichny fang as a focus for a Description: Pomberos have the advantage of being
bless spell, you not only cast it as if using a spell slot both difficult to see, and extraordinarily stealthy
one level higher than normal, but grant additional in forest terrain. When incorporating a certain
benefits to those affected. The targets of such an foot bone into a pass without trace spell, the
enhanced spell gain a +1 bonus to attack rolls, form of those affected by the incantation seems
saving throws, and ability checks for the duration to shimmer, much like that of a chameleon. Any
of the spell, in addition to its normal effects. The creature attempting to detect them by either
luck provided by this creature component also sight or sound has disadvantage on its Wisdom
ensures that enemies of those affected by the spell (Perception) check.
suffer a -1 penalty to attack rolls against them.
Putrid Haunt
Nightgarm Component: Leech
Component: Ovaric Lacuna Potency: Lesser
Potency: Moderate Augmentations: Vampiric touch
Augmentations: Raise dead or reincarnate Cost: 75 gp; Price 150 gp
Cost: 400 gp; Price 800 gp Description: The necrotic leaching power of a putrid
Description: This component must be used in haunt’s stomach leech increases the transfer of life
addition to the expensive materials normally force from your target to yourself. Using it as a
required for such powerful spells. When used, the material component for a vampiric touch allows
target is charmed by you. Every week thereafter you to regain hit points equal to
the recipient of the spell must make a Wisdom the total damage dealt by the
saving throw against your spell save DC, ending spell.
the effect on a success. While it is charmed, you
can communicate telepathically with the target
to a range of 200 feet, and the target can respond
through the telepathic link. You know when the
charmed condition ends.

Ostinato
Component: Harmonic Essence
Potency: Lesser
Augmentations: Hypnotic pattern
Cost: 50 gp; Price 100 gp
Description: Melodies captured from essence of
an ostinato allow a hypnotic pattern to be both
seen and heard. Sightless creatures must make a
Wisdom saving throw as if affected normally by
the spell, while those who can both see and hear
the effect have disadvantage on the saving throw.

32
Qwyllion the damage inflicted becomes necrotic damage.
Additionally, a target that fails its saving throw is
Component: Heart blinded until the end of its next turn.
Potency: Moderate
Augmentations: Counterspell Risen Reaver
Cost: 300 gp; Price 600 gp Component: Blade shard
Description: When a spell is countered using the Potency: Moderate
energy from a qwyllion heart, corruption fills the Augmentations: Rain of bladesDM
area. All spellcasters within 40 feet of the countered
Cost: 250 gp; Price 500 gp
spell have disadvantage on saving throws made to
maintain concentration for a number of rounds Description: A blade shard harvested from the many
equal to the level of the spell that was countered. blades of a risen reaver carries with it the essence
of war that first gifted the creature with unlife.
Ratatosk The spell is cast as if using a 6th-level spell slot.
Additionally, anyone grasping one of the magical
Component: Tail blades gains the ability to sense life in a 60-foot
Potency: Lesser radius for the duration of the spell, or until the
Augmentations: Sanctuary weapon is dropped.
Cost: 50 gp; Price 100 gp
Rotting Wind
Description: A ratatosk tail amplifies the power of
a sanctuary spell, adding to its divine strength. Component: Essence
The DC to resist the spell is increased by 1, and Potency: Moderate
simultaneously allows a single sentence prayer to Augmentations: Gust of wind
reach the ears of a single chosen deity. The effects
of the prayer, if any, are up to the DM’s discretion. Cost: 250 gp; Price 500 gp
Description: The essence of a rotting wind bonds its
Rift Swine necromantic energy to any gust of wind spell it is
Component: Tentacle slime cast with. The sudden gale inflicts 1d6 bludgeoning
damage and 2d6 necrotic damage as well as the
Potency: Moderate spell’s normal effects, as the targets are buffeted by
Augmentations: Frenzied boltDM the unnatural air currents.
Cost: 250 gp; Price 500 gp
Resulka
Description: Rift swine are created by the influences of
energy from alien dimensions. A portion of that Component: Hair
energy is channeled through a frenzied bolt to alter Potency: Moderate
its effects. When an ally is targeted by the spell the
damage inflicted is reduced by half. The additional Augmentations: Black tentacles
energy alters the physiology of the target, allowing Cost: 250 gp; Price 500 gp
them a roll on the rift swine mutation table. Should Description: Every round that a creature is restrained
the target attempt to resist the metamorphosis, by the black tentacles conjuration, they must
they automatically take full damage instead. succeed on a Constitution saving throw or suffer
2d10 necrotic damage in addition to the normal
Rime Worm effects of the spell. This is due to the dark energy
Component: Black ice shard coursing through the tentacles, harnessed from
Potency: Moderate the hair of the undead resulka.
Augmentations: Cone of cold Sand Silhouette
Cost: 300 gp; Price 600 gp
Component: Sand
Description: Empowered by the blend of frost and
Potency: Moderate
dark energy, a cone of cold spell similarly combines
these forces into a torrent of black ice. Half of Augmentations: Chaotic formDM
33
Cost: 250 gp; Price 500 gp slime after 24 hours, destined to guard the site for
Description: A sand silhouette is formless, a flowing 1d4 days plus your casting ability score modifier.
embodiment of undeath that leaves no trace of its After which, the undead creature is no longer
passing. Combining sand from such a creature subject to the terms of the glyph, and can wander
into the chaotic formDM transmutation causes the as it chooses.
affected creature to become sand instead of ooze.
Such a being ignores difficult terrain in sandy or Sathaq Worm
desert conditions, and suffers no penalties when Component: Stone heart
squeezing through spaces of any size. Additionally, Potency: Moderate
for the duration of the spell the target may use an
action to engulf a creature of its size or smaller it Augmentations: Wall of stone
is grappling. An engulfed creature is blinded and Cost: 350 gp; Price 700 gp
restrained for as long as it remains grappled. At the Description: The agonizing aura of these elemental
beginning of your turn the engulfed creature must worms emanates from their stone heart.
make a Constitution saving throw or suffer 3d6 Embedding such a component into a wall
bludgeoning damage. If the target of the chaotic of stone causes the wall to radiate the same
formDM spell moves, the engulfed creature moves pain and agony as the creature once did. Any
with it. creature that starts its turn within 15 feet of the
wall must make a Constitution saving throw or
Sandman be poisoned until the start of its next turn. A
Component: Essence creature that succeeds on the save is immune to
this effect for 24 hours.
Potency: Moderate
In order to make this agonizing effect
Augmentations: Phantasmal killer permanent, one sathaq heart is required for
Cost: 250 gp; Price 500 gp each of the ten 10-foot by 10-foot panels.
Description: The domain of dreams is one few travel, Should concentration be lost, thus causing the
and fewer still claim dominion. A sandman’s wall of stone to fade, all of the hearts are lost
essence can be woven into a phantasmal killer along with it.
illusion to make it more nightmarish and realistic
to the target. The Wisdom saving throw DC Scheznyki
increases by 2. If the target fails a saving throw Component: Beard
against the spell, they gain no benefits from the Potency: Moderate
next long rest they take, and instead gains one
level of exhaustion as the remnant of the illusion’s Augmentations: Any low or mid-level spell.
power attacks its dreams. Cost: 250 gp; Price 500 gp
Description: Innate arcane power is possessed by
Sarcophagus Slime many creatures. None, however, is it more focused
Component: Slime than in the beard of a scheznyki. A single braid of
their beard allows you to cast any spell of 6th level
Potency: Lesser
or lower as if using a spell slot 1 level higher than
Augmentations: Glyph of Warding normal. Unlike most components, a scheznyki
Cost: 200 gp; Price 400 gp beard can be combined with another creature
component for a combined augmentation.
Description: When the slime of a sarcophagus slime is
used to trace the outlines of a glyph of warding the
Selang
spell takes on a more nefarious effect. The damage
inflicted by the spell becomes necrotic, and the Component: Tongue
maximum hit points of those affected is reduced Potency: Lesser
by the amount of damage inflicted. A creature Augmentations: Maddening whispersDM
whose hit point maximum is reduced to 0 by this
effect dies. The reduction lasts until the creature Cost: 50 gp; Price 100 gp
finishes a long rest. Should a creature die as a result Description: The maddening whispersDM meld with the
of this damage, its corpse becomes a sarcophagus natural fey power of the selang in a strange way.
34
The two tones create a sort of echo that assails is reduced by 1. If target’s Strength is reduced to
the target. This not only serves to make the effect 0 by this effect, they become unconscious for 1d4
harder to resist (increasing the Charisma saving hours, after which they recover all lost Strength.
throw DC by 1) but the echoes also serve to extend
the spell’s effect. The effect of the spell is extended Skein Witch
by 1 round plus your casting ability score modifier
without needing to use your action to continue Component: Essence
whispering. However, casting another spell Potency: Greater
silences the echoes and ends the effect immediately. Augmentations: Foresight
Shadow Beast Cost: 750 gp; Price 1,500 gp
Component: Essence Description: Powerful magic, like foresight, that gives
the recipient a glimpse into the immediate future
Potency: Moderate can be augmented by the fate rending power of a
Augmentations: Living shadowsDM skein witch essence. The essence of such a creature
Cost: 250 gp; Price 500 gp enables the target to bend fate twice during the
spell’s duration. If the beneficiary of foresight fails
Description: Shadow beasts are simultaneously a saving throw, they can choose to succeed instead,
substantial and incorporeal shadow stuff. Their and reflect the effect onto an enemy within 30
essence can be blended with void magic such as the feet. The target still suffers the effects of the failed
living shadowsDM incantation to alter and augment saving throw.
their effects. Living shadows become more
substantial, allowing you to direct the movement
of a creature restrained by the spell. As an action, Slow Storm
you can direct the shadows to move up to two Component: Quill
restrained creatures anywhere within 5 feet of the Potency: Greater
sphere. If a creature strikes a surface, such as a
wall or ceiling, they suffer bludgeoning damage Augmentations: Storm of Vengeance
equal to 1d6 + your spellcasting ability modifier. Cost: 1,200 gp; Price 2,400 gp
Description: Nature’s fury is embodied through
Shoggoth druidic magic, the height of which, is a storm of
Component: Hardened ooze vengeance. Using the quill of a slow storm as a
Potency: Greater material component adds its elemental power to
that of the potent conjuration. As an action, you
Augmentations: Glimpse of the voidDM can call a stroke of lightning down from the storm
Cost: 500 gp; Price 1,000 gp to strike a target. The target must make a Dexterity
Description: The hardened ooze of this aberration saving throw, taking 3d10 lightning damage on a
heightens the power of particular void speech failed save, or half as much damage on a successful
patterns, such as those that invoke the glimpse of the one. Additionally, any creature attempting to
voidDM. For such a spell, should those in the affected move through the storm that has failed their
area resist the spell’s primary effect, they must make saving throw against any electrical effect caused
another successful Wisdom saving throw (DC 2 by the enhanced spell suffers necrotic damage as
higher than normal) or be confused for 1d4 rounds. the life-draining electricity courses through them.
If concentration is broken, this secondary effect ends The augmented storm of vengeance inflicts 1d4
as well, regardless of what duration may still exist. points of necrotic damage per 5 feet of movement
through its area of effect to such creatures.
Shroud
Component: Essence Soul Eater
Potency: Lesser Component: Eye
Augmentations: Shadow biteDM Potency: Moderate
Cost: 30 gp; Price 60 gp Augmentations: Locate creature
Description: In addition to the normal effects of the Cost: 350 gp; Price 700 gp
cantrip, a shadow biteDM the target’s Strength score Description: Soul eaters are called from another world
35
to seek out individuals and destroy them. Using Sphinx, Gypsosphinx
their eyes as a material component for a locate
creature divination, the range of such magic Component: Eyes
extends significantly. The caster can find the Potency: Greater
selected creature unerringly, despite distance or
obstacles, so long as the target is on the same plane Augmentations: Scrying
of existence as the caster. Cost: 750 gp; Price 1,500 gp
Description: The eyes of a gypsosphinx augments the
Spark casting of any scrying divination. They bring the
Component: Essence images into the mind of the caster, eliminating the
need for a scrying device such as a crystal ball and
Potency: Moderate granting the scryer advantage on Intelligence and
Augmentations: Any low or mid-level spell that inflicts Wisdom checks made regarding the scrying target.
lightning damage. Lastly, the target has disadvantage on saving throws
Cost: 250 gp; Price 500 gp made against the caster’s spells or other abilities
cast through the scrying connection.
Description: Lightning energy, enhanced by the pure
elemental essence of a spark, delves deep into the Spider, Ghostwalk
nervous system of living creatures. An invocation
that channels such enhanced energy (ex. shocking Component: Webbing
grasp or lightning bolt) inflicts damage normally, Potency: Moderate
but any creature affected by the spell must make
Augmentations: Web
a Constitution saving throw each round for a
number of rounds equal to the level of spell slot Cost: 250 gp; Price 500 gp
used for casting. On a failure, the creature takes Description: Ghostwalk spider webbing is
2d6 lightning damage. fashioned of ephemeral fibers that stretch the

It is worthy to note the strange, fate-reading power of the gypsosphinx. Try as we might,
our experiments were unable to mimic this ability. Given the unfortunate tendency of these
creatures to lie about the time and place of a person’s demise, I fear we may never harness
such powers through the use of arcane alchemy.
However, one of my students has refused to give up on the premise, despite being blinded
thrice, knocked senseless from magical backlash on multiple occasions, and driven to insanity
twice before being rescued by a local woman he has since become enamored with.
I have to admit that I admire his persistence, and as such, I’ve given him a raise in his
weekly allowance.

Spectral Guardian boundaries between the planes. Including them


as a material component in web and similar spells
Component: Essence allows these magics to do likewise. Such spells
Potency: Moderate affect incorporeal and ethereal creatures as if they
Augmentations: Gaseous form, wind walk and possessed a physical form on the material plane.
similar spells
Spider of Leng
Cost: 250 gp; Price 500 gp
Component: Blood
Description: The essence of a spectral guardian fuses
necrotic energy with the wispy cloud from taken by Potency: Moderate
those under the effects of a gaseous form or similar Augmentations: Sanguine horrorDM
spell. A creature affected by such an augmented
spell inflicts 2d6 necrotic damage whenever Cost: 250 gp; Price 500 gp
they move through a space occupied by another Description: Mixing the blood of a spider of leng
creature for the duration of the spell. with your own grants a summoned blood
36
elemental great power. Such creatures become perform an act in defense of another being has an
immune to poison, eliminating their greatest opportunity to re-roll their initiative. If the result
vulnerability. On a successful slam attack, they is higher than their current place in the initiative
inflict 1d6 poison damage, in addition to normal order, they act on that count for the rest of the
bludgeoning damage. combat. If it is lower, they keep their current
initiative. Each affected creature can do this once,
Star-Spawn of Cthulu though enacting this ability does not affect the
spell’s normal duration.
Component: Cerebral fluid
Potency: Greater Theullai
Augmentations: Mind blank Component: Essence
Cost: 600 gp; Price 1,200 gp Potency: Moderate
Description: When an attack that causes psychic Augmentations: Any low or mid-level spell that inflicts
damage assaults someone protected by a mind cold damage
blank that has been enhanced by one of these
components, they are in for a surprise. The Cost: 300 gp; Price 600 gp
protected individual makes a Wisdom saving Description: So powerful is the chilling essence of a
throw against the spell. Failure has no effect, theullai, that it enhances magical cold effects to
the affected person is still immune to psychic the point of piercing magical defenses. A creature
damage. However, a successful saving throw targeted by a spell that inflicts cold damage,
causes the psychic damage to be reflected back enhanced by a theullai essence, is affected as if by
against the attacker, using the warded individual’s dispel magic, targeting any active spells that would
ability modifiers and proficiency bonus rather reduce cold damage. This effect occurs before the
than the attacker’s. damage inflicted by the spell is determined.

Stuhac
Component: Claw Component: Ice shard
Potency: Greater Potency: Lesser
Augmentations: Telekinesis Augmentations: Gust of wind
Cost: 750 gp; Price 1,500 gp Cost: 75 gp; Price 150 gp
Description: A great power is granted to the subject Description: Any creature that can hear that is caught
of a telekinesis enhanced by the claw of a stuhac. in an enhanced gust of wind evocation suffers
Instead of the normal effect, you can make a additional effects. Affected creatures must make
telekinetic attack towards a creature. The target a successful Wisdom saving throw or babble
must succeed at a Constitution saving throw or incoherently. A new saving throw is required each
take 2d8 force damage and have its speed reduced round they are subjected to the winds of the spell.
by 20 feet due to severed tendons. Any amount of
magical healing restores the target’s speed. Titan, Ancient
Component: Sweat
Temple Dog
Potency: Greater
Component: Mane hair
Augmentations: See text
Potency: Lesser
Cost: 500 gp; Price 1,000 gp
Augmentations: Haste
Description: The sweat of an ancient titan is an
Cost: 50 gp; Price 100 gp incredibly powerful reagent, capable of enhancing
Description: The protective instincts of temple dogs is a wide variety of spells. A single drop can enhance
legendary. As such, when a haste spell is enhanced an enlarge spell, allowing you to enlarge a creature
through the use of a hair from the dog’s mane, up to three size categories (maximum size of
a portion of that instinct is imbued upon all gargantuan). The bonus damage dealt by weapon
affected. Any enhanced creature that determines attacks increases to 1d6 for Huge targets, or 1d8
at the beginning of the round that they intend to for Gargantuan targets. Using a vial of sweat
37
to augment an enhance ability (bull’s strength) Vættir
transmutation grants the target a Strength score of
27, if its Strength isn’t 27 already, for the duration Component: Desiccated heart
of the spell in addition to its normal effects. Lastly, Potency: Lesser
consuming a vial of ancient titan sweat just prior
Augmentations: Glyph of warding
to the casting of power word stun grants you the
resonance of their thundering voice. The saving Cost: 75 gp; Price 150 gp
throw DC to break free from the effects of such a Description: Using the heart of a vaettir as the central
spell are 2 higher than normal. point of a glyph of warding dramatically alters
the potential effects of the spell. Though such
Tusked Skyfish glyphs can only be used to protect treasures or
Component: Filth gland burial areas, activating such a glyph summons
Potency: Lesser the very creature whose heart is used in the
casting. Over the next 4 rounds, a swirl of dust
Augmentations: Poison spray and coin forms into the vaettir. During this
Cost: 25 gp; Price 50 gp summoning period the creature is treated as if
Description: Though there is little magical power resistant to all forms of energy and immune to
possessed by a tusked skyfish, what does exist can bludgeoning, piercing, and slashing damage in
be harnessed through the use of their filth gland. addition to its normal immunities.
Using such a gland to enhance the poison spray The summoned undead remains for 1 hour
cantrip causes a target that fails its saving throw to before fading into dust once again. If the vaettir
become poisoned for 1 minute in addition to the is reduced to 0 hit points, the glyph fades into
normal damage inflicted by the cantrip. nothingness, ending the spell.

Uraeus Valkryie
Component: Fire sac Component: Braid of hair
Potency: Lesser Potency: Moderate
Augmentations: Burning hands Augmentations: Death ward
Cost: 50 gp; Price 100 gp Cost: 250 gp; Price 500 gp
Description: Adding the elemental power of a uraeus Description: So long as the warded creature possesses a
breath weapon to a burning hands evocation valkyrie’s braid used as a focus for a death ward, they
increases the ferocity of the flames. The range are exceedingly difficult to slay. Rather than only
of the cone becomes 20 feet, and those that fail protecting the creature once, the braid prevents
their Dexterity saving throw catch fire, taking their death 1d4+1 times. Though there is no way
1d6 fire damage at the start of its turn for the for either you or the target to know for certain
next 1d4 rounds. A creature can smother the how many deaths will be prevented, a portion of
flames as an action. the braid decays away with each life spent. When
the braid is gone, so is the death ward. Otherwise,
Urochar the duration of the spell is unaffected.
Component: Eyes
Vampire, Umbral
Potency: Moderate
Component: Shadow essence
Augmentations: Hold monster, hold person and similar
spells Potency: Moderate
Cost: 250 gp; Price 500 gp Augmentations: Black handDM
Description: The eyes of an urochar allow you to cast Cost: 250 gp; Price 500 gp
any spell that inflicts paralysis as if using a spell Description: Incorporating the shadowy essence of
slot two levels higher than normal. Additionally, an umbral vampire into a black hand enhances its
so potent are the eyes of this aberration, that effects significantly. The affected target takes 2d6
such paralysis effects are more difficult to resist, cold damage and on a failed Constitution saving
increasing the saving throw DC by 1. throw, 1d4 points of Strength are transferred from

38
Vile Barber
Component: Fang
Potency: Lesser
Augmentations: Haste
Cost: 250 gp; Price 500 gp
Description: Vile barbers are unimaginably quick.
Using a fang to enhance a haste spell allows those
targeted by the transmutation a second bonus
action for the first three rounds of the spell.
Thereafter, such speed manifests in the ability of
the enhanced targets to enter and move through a
hostile creature’s space regardless of the creature’s
size without provoking an attack of opportunity
for the remaining duration of the spell.

Voidling
Component: Tendril
Potency: Moderate
Augmentations: Black tentacles
Cost: 250 gp; Price 500 gp
Description: Voidling tendrils can be used to augment
a black tentacles conjuration in a unique way. As
the tentacles erupt, the 20-foot square they inhabit
is shrouded, as if by a darkness spell. The lack of
light doesn’t affect the ability of the tentacles to
target creatures. Additionally, those restrained by
them suffer 1d6 necrotic damage as well as normal
bludgeoning damage. Lastly, any attempt to dispel
the black tentacles is rolled with disadvantage due
to the magical resistance possessed by the voidling.
the target to you. The added Strength remains for
1 minute per level of spell slot used in casting. A Wampus Cat
creature reduced to 0 Strength is unconscious until
it regains at least 1 point. The target recovers lost Component: Fang
Strength when it finishes a short or long rest. Potency: Lesser
Augmentations: Charm person
Vila
Cost: 25 gp; Price 50 gp
Component: Tongue
Description: The ground fang of a wampus cat ties
Potency: Lesser the creatures alluring tones to a charm person
Augmentations: Conjure animals enchantment. Any saving throws against such a
Cost: 100 gp; Price 200 gp spell must be made at disadvantage.
Description: A vila’s tongue carries within it the songs Water Leaper
and calls that form the root of its musical power.
Component: Vocal fold
Adding it as a material component to a conjure
animals summoning allows for the conjuration of Potency: Lesser
an additional wampus cat (allowed through the Augmentations: Hideous laughter
use of a vila tongue), or two additional wolves.
Wampus cats can be summoned by a spell using Cost: 50 gp; Price 100 gp
this component, despite their monstrous nature. Description: A water leaper’s vocal folds augment
39
hideous laughter. All creatures within 20-feet of Cost: 250 gp; Price 500 gp
that targeted creature must make a Wisdom saving Description: A xhkarsh’s third eye controls its ability
throw or be frightened until the start of your next to spread its consciousness into those whose fate
turn. Any creature entering this radius while the has been corrupted. It also allows a caster to use
laughter is still functioning is likewise subject to the modify memory enchantment without notice.
the effect. You are immune to this frightening One need not speak to the target, communicating
aspect of the spell. telepathically to describe how its memories are
affected. Additionally, unless the target succeeds at
White Ape a DC 18 Wisdom (Insight) check, they continue to
Component: Blood act normally rather than becoming incapacitated,
completely unaware of the spell or its effects.
Potency: Moderate
Augmentations: Contagion Zmey
Cost: 250 gp; Price 500 gp Component: Heart
Description: The blood of a white ape enables a Potency: Greater
different disease to be enacted than those normally
available. If used as a material component in the Augmentations: BloomDM
casting of a contagion, your touch can create an Cost: 500 gp; Price 1,000 gp
outbreak of the Arcane Wasting (see Tome of Beasts Description: If planted within an ancient forest in
for details). However, utilizing it is not without place of the silver acorn, a zmey heart allows
risk. The caster must also make a Constitution bloom to create a lesser zmey (Large size, lacking
saving throw or likewise be infected by the disease. fire breath). Over the next year the creature
matures into an adult. At no time does the caster,
Wormhearted Suffragan have any control over the creature, though it
Component: Wormheart will initially see them as friendly unless given
reason to think otherwise. The zmey becomes a
Potency: Lesser
guardian of the forest, protecting it from all who
Augmentations: Animate dead would do it harm. This creation is in place of the
Cost: 150 gp; Price 300 gp spell’s normal effects.
Description: Worms compose the very heart of these
undead creatures. Should that heart be used to
enhance an animate dead spell, the worms unravel,
slithering into the corpses being animated. Any
zombie animated by such a spell is filled with
these worms, and inflicts 1d6 necrotic damage
in addition to their normal attack damage.
Additionally, on a critical hit, the target must make
a successful DC 14 Constitution saving throw or
become infected by parasitic worms. An infected
individual has their hit point maximum reduced
by 2d6 every 24 hours, making a new Constitution
saving throw when it finishes a long rest to fight off
the infestation. A single successful saving throw
indicates that the condition does not worsen
that particular day. However, two consecutive
successful saving throws are required to stave off
the disease entirely.

Xhkarsh
Component: Third eye
Potency: Moderate
Augmentations: Modify memory
40
Weapons properties such as cold iron or adamantine. Additionally,
Lightning Arrow you can speak a command word as a bonus action, or part
of the same bonus action used to alter the sword’s material,
Weapon (arrow), rare
to cause the blade to burst into orange flame. The flames
An arrow crafted from the bone of an azza gremlin. On a sheds bright light in a 20-foot radius and dim light for
hit, this arrow deals an additional 4d6 lightning damage. another 20 feet. While burning, the sword deals an extra
Additionally, the lightning leaps to any creature with 1d6 fire damage to any target it hits. The flames last until
metal armor or wielding a weapon primarily made of a bonus action is used to speak the command word again,
metal within 5 feet of the target, dealing 1d6 lightning or until the weapon is sheathed or dropped.
damage to secondary targets.
Spire Dart
Wing Blade
Weapon (dart), rare
Weapon (longsword), rare (requires attunement)
Made from the abnormally long finger bones of spire
This blade appears to be marbled together with multiple walkers, these magical blue darts bear within them
metals, from steel to lead, silver, and gold. You gain a the same lightning energy found inside the source
+1 bonus to attack and damage rolls made with this creature. When you hit with an attack using the
magic weapon. dart, the target takes an extra 1d10 lightning damage,
As a bonus action, blades forged from the metallic and each creature within 5 feet of the target must
feathers of an eala can be altered to any metal absorbed by succeed on a DC 15 Dexterity saving throw or take
the eala from which they were taken. Every such blade can 1d6 lightning damage. Those in armor made mostly
become steel or silver. Some might have additional metal of metal must roll with disadvantage.
41
Armor
Ghostwalk Leather
Armor (leather), legendary (requires attunement)
This full body suit of soft blue leather armor shimmers
in the moonlight, as if possessed of ghostly qualities.
While wearing this armor, you gain a +2
bonus to your AC, and resistance to one of
the following damage types: acid, cold, fire, or
lightning. Creatures attempting to detect you
by sight have disadvantage on their Wisdom
(Perception) checks. Additionally, you can
use the armor to cast greater invisibility. The
wearer need not maintain concentration
to maintain this effect, but can cancel it
with a thought. Once cast, this spell can’t
be used again until the next dawn.

New
Wondrous
Items
Bota Pouch
Wondrous item, uncommon
These magical pouches are crafted from the harvested
ventral pouch of a cikavak and have the appearance of
a well-oiled waterskin. The simplest of these contain
up to a half gallon of a single liquid of any sort, from
a magical potion, to an application of acid, that can be
summoned with a command word. More ornate and
complex versions of the bota pouch contain as many
as 6 different liquids, each accessed via a their own
command word. The number of liquids a particular
pouch is capable of containing is easily determined by
the number of command words woven somewhere into
the pouch itself (usually requiring a DC 15 Wisdom
(Perception) check to find due to hidden stitching).
Regardless of complexity, the liquids must be poured
in to the pouch to be withdrawn. It is impossible to tell
what liquids are contained within the pouch without
summoning them.

42
Red Boots of the Fey
Wondrous item, rare (requires attunement)
Sewn red leather from the hats of at least two redcaps,
bound with the steel toes of their boots, the red boots
of the fey become rather powerful footwear. The boots
have 3 charges. While wearing them you can expend
1 charge as an action to stomp a foot hard into the
ground, releasing a shockwave 10 feet in every direction
from you. Each creature in the area must succeed on a
DC 14 Strength saving throw or fall prone. Creatures
within the earth (i.e. burrowing or using the earth glide
feature) must make a Constitution saving throw, taking
4d6 thunder damage on a failed save, or half as much
on a successful one. The boots regain all expended
charges daily at dawn.

Shadhavar Flute
Wondrous item, rare (requires attunement)
Melodic flutes, carved of shadhavar horn,
and inlaid with silver and iron, shadhavar
flutes are potent items in the hands of those
who know how to properly use them. A
bard, using the flute’s tones to inspire their
allies grants an inspiration die 1 type larger than
normal for their level (i.e. d8 instead of d6). You can
use an action to play the flute and target a creature you
can see. The target must succeed on a successful DC 14
Wisdom saving throw or be charmed for 1d4 rounds.
Any creatures charmed in this way are incapacitated,
and their speed is reduced to 0. Magical Item
Variants
Healing Oil – The harvested oil of a bagiennik can
be used in the creation of a potion of healing of any sort,
the resulting potion functions as one step rarer than
that which would normally be created, and also bears
the effects of a lesser restoration spell.
Ring of the Ram – If a ring of the ram is carved from
the sturdy horns of a goat-man, the ring possesses one
additional maximum charge (totaling 4). Such a ring
regains 1d4 charges each day at dawn.
Staff of Swarming Insects – Imy-ut ushabti use
their wrappings to contain a swarm of flesh scouring
Lenses of the Lynx scarabs. These same wrappings can be incorporated in
the crafting of a staff of swarming insects. Any insects
Wondrous item, rare (requires attunement)
summoned or affected by the staff ’s magic deal an
These blue-tinted lenses are crafted from the very eyes extra 2d4 poison damage on a successful bite attack.
of a vapor lynx. While wearing them, you can see A successful DC 15 Constitution saving throw negates
clearly through any lightly or heavily obscured area the poison damage.
caused by fog, mist, or spells such as fog cloud.
Sphere of Annihilation – Ancient titans hold a vast
43
Many weeks have been spent in research regarding the strange and wondrous bagiennik.
Its oils have incredible potential to both harm, and to heal. Despite our best efforts, channeling
the natural healing properties has eluded even our best arcane alchemists… until now. A
breakthrough has been made by Kalina Varlassi, may her name live on forever more for this
triumph! By mixing specific local herbs into the oil while blending it with curative magic, she
has achieved what we have sought for so long. Tonight, we drink in honor of her success!

Alternative
eldritch power within them. During the creation of
rare spheres, the blood of these powerful creatures is
combined with other materials to forge the final item.
As an action, you can enact a great pull towards the
sphere. Each hostile creature within 50 feet of the
sphere must make a DC 15 Strength saving throw. On
a failed save a creature is dragged 1d4 x 5 feet closer
to the item, or suffer 1d10 force damage and aren’t
Materials
Mithral Dragon Hide – The hide of a mithral
dragged on a successful one. dragon can be used to craft any object normally formed
Wand of Scorching Ray – The fluids harvested from metal, such as weapons or armor. Armor made
from a flame dragon’s elemental gland are used to of this material allows for an additional +1 Dexterity
etch the magical runes that cover the wand. As a modifier due to its light nature, while light and one-
bonus action you speak the command word, the handed weapons gain a non-magical +1 to hit due to
runes illuminate, shedding dim, shimmering red- their light weight and easy maneuvering.
orange light. The rays flung from this wand ignore
fire resistance, but not immunity.

When we first began our journey, we knew little of what lay beyond the boundaries
of our own reality. Yet these brave souls did not shy away from the dangers of the
unknown, nor did their courage falter as we traveled from one world to another, crossing
the breaks in reality that many in the Academy would only theorize about.
In the decades since arriving in Midgard, my followers and I have learned a great
deal, even enlisting the aid of spellcasters native to these lands to expand our work. All
of them have proven their worth in this otherworldly endeavor, but none more so than
those who gave their lives for the advancement of this knowledge.
It is in their honor that I catalogue our findings, alongside some theories that are,
as of yet, unexplored. Let their sacrifice not be in vain. Use this research wisely, and
expand upon it. For we have but traveled a small portion of this new world, and have
many discoveries yet to make. Only through the efforts of many can we hope to show
our respect to the concepts they gave their lives for. Raise a glass in their honor as you
study the results of their labor, and pay homage to those who have come before you.
Travel safely wanderer, and may whatever deity you hold in your heart watch over
you. In these lands, we need every advantage possible to continue our studies.

Lord Halin Voll


Specialist in Arcane Alchemy, Wanderer of Worlds

44
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Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to
the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License
to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave
Arneson.
Tome of Beasts. © 2016 Kobold Press; Authors: Dan Dillon, Chris Harris, Rodrigo Garcia Carmona, and Wolfgang Baur
Deep Magic: Chaos Magic. © 2016 Kobold Press; Author: Greg Marks
Deep Magic: Battle Magic. © 2016 Kobold Press; Author: Greg Marks
Deep Magic: Blood and Doom. © 2017 Kobold Press; Author: Chris Harris
Deep Magic: Clockwork. © 2016 Kobold Press; Author: Scott Carter
Deep Magic: Angelic Seals. © 2016 Kobold Press; Author: Dan Dillon
Deep Magic: Elven High Magic. © 2016 Kobold Press; Author: Greg Marks
Deep Magic: Illumination Magic. © 2016 Kobold Press; Author: Greg Marks
Deep Magic: Ley Lines. © 2016 Kobold Press; Author: Dan Dillon
Deep Magic: Ring Magic. © 2016 Kobold Press; Author: Dan Dillon
Deep Magic: Rune Magic. © 2016 Kobold Press; Author: Chris Harris
Deep Magic: Shadow Magic. © 2016 Kobold Press; Author: Michael Ohl
Deep Magic: Void Magic. © 2016 Kobold Press; Author: Dan Dillon
Creature Components Volume 1. © 2016 Playground Adventures; Author: Daniel Marshall
Creature Components: Tome of Beasts. © 2018 Playground Adventures; Author: Daniel Marshall
From the Blood of Beasts...

With each passing year the study of arcane alchemy grows. Dedicated students, anxious to
seek out inventive ways to augment magic, risk their lives to provide yet more possibilities
to the magical community. Their risks have paid off. From the wondrous world of Midgard
comes a new Creature Components volume that expands upon previous experiments and
magical ideologies to include:

- Rules for harvesting hazards to make collecting components infinitely more interesting
- 170 new creature components to expand the repertoire of any aspiring arcane alchemist
- New magic items based on creatures from the Tome of Beasts by Kobold Press

This tome expands upon the original Creature Components concept, providing numerous
new tools to players and storytellers alike. Empowered spells, wondrous items, and more
have been crafted from the blood of beasts...

Recommended for ages 12 and up

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