Elemental Loot Generator
Mephits, azers, salamanders and xorns, and the elementals that carry nothing.
Your treasure is one roll away
Set the group above and press Roll loot. Every roll is new; a share link brings one back.
Why roll here
- SRD magic item cards the tables link to
- 514
- monster family generators
- 29
- 2024 monsters, each with a loot section and its generator
- 331
- gemstones and art objects described
- 100
- Rules as written. Every die follows the treasure tables in chapter 7 of the 2014 Dungeon Master's Guide: Individual Treasure, Treasure Hoards in four CR bands and Magic Item Tables A to I. Each roll shows the row it landed on, so you can check it against the book.
- Your dice, not ours. Roll at the table and type every d100 and coin die in; nothing is decided for you unless you leave it empty.
- Linked to the rules. A magic item opens its SRD card, a gem or art object its description, a creature its stat block.
- Made for play. Lock the finds you like and reroll the rest, print item cards for your players, and share a link that replays the exact roll.
- Free, no account. Every roll is made fresh in your browser.
How this generator works
Intelligent elementals carry what people carry: mephits and magmins (CR 1/4 to 1/2) and azers (CR 2) roll Individual Treasure on the CR 0–4 table; salamanders, xorns (CR 5) and invisible stalkers (CR 6) on CR 5–10. Air, earth, fire and water elementals and gargoyles have an Intelligence of 6 or less and carry nothing; they are here to set the lair's CR.
A xorn eats gems and precious metals, so what it leaves is often less than it found. Tick Lair hoard to roll the forge, nest or vault on the table of the strongest creature present.
Monsters that carry this loot
Questions
Does an earth elemental drop gems?
Not in the tables: with an Intelligence of 5 it carries nothing. If you want an elemental to leave something behind, roll the hoard of the place it guards.
Where are djinn and efreet?
In the genie loot generator; genies have their own palaces and their own page.
Treasure tables follow chapter 7 of the 2014 Dungeon Master's Guide. Magic item cards come from the System Reference Document 5.1 by Wizards of the Coast, licensed under CC-BY-4.0; items outside the SRD are listed by name only. Typical values follow the price of each rarity. Trinkets are our own. justroll is not affiliated with Wizards of the Coast.
Presets and reference
Keep this roll
Copy a shareable link to replay this result at the table or send it to your players.
Quick presets
One click sets the form and rolls.
Hoard table · CR 5–10
Coins: 2d6 × 100 cp + 2d6 × 1,000 sp + 6d6 × 100 gp + 3d6 × 10 pp. Then one d100:
| d100 | Gems or art | Magic items |
|---|---|---|
| 01–04 | — | — |
| 05–10 | 2d4 × 25 gp art | — |
| 11–16 | 3d6 × 50 gp gems | — |
| 17–22 | 3d6 × 100 gp gems | — |
| 23–28 | 2d4 × 25 gp art | — |
| 29–32 | 2d4 × 25 gp art | 1d6 × A |
| 33–36 | 3d6 × 50 gp gems | 1d6 × A |
| 37–40 | 3d6 × 100 gp gems | 1d6 × A |
| 41–44 | 2d4 × 250 gp art | 1d6 × A |
| 45–49 | 2d4 × 25 gp art | 1d4 × B |
| 50–54 | 3d6 × 50 gp gems | 1d4 × B |
| 55–59 | 3d6 × 100 gp gems | 1d4 × B |
| 60–63 | 2d4 × 250 gp art | 1d4 × B |
| 64–66 | 2d4 × 25 gp art | 1d4 × C |
| 67–69 | 3d6 × 50 gp gems | 1d4 × C |
| 70–72 | 3d6 × 100 gp gems | 1d4 × C |
| 73–74 | 2d4 × 250 gp art | 1d4 × C |
| 75–76 | 2d4 × 25 gp art | 1 × D |
| 77–78 | 3d6 × 50 gp gems | 1 × D |
| 79 | 3d6 × 100 gp gems | 1 × D |
| 80 | 2d4 × 250 gp art | 1 × D |
| 81–84 | 2d4 × 25 gp art | 1d4 × F |
| 85–88 | 3d6 × 50 gp gems | 1d4 × F |
| 89–91 | 3d6 × 100 gp gems | 1d4 × F |
| 92–94 | 2d4 × 250 gp art | 1d4 × F |
| 95–96 | 3d6 × 100 gp gems | 1d4 × G |
| 97–98 | 2d4 × 250 gp art | 1d6 × G |
| 99 | 3d6 × 100 gp gems | 1 × H |
| 00 | 2d4 × 250 gp art | 1 × H |
Gems and art objects
Every gem and art object in the tables, what it is and how often each value turns up.
Open the listMagic Item Tables
A–E minor items, F–I major items. By rarity: A common, B and F uncommon, C and G rare, D and H very rare, E and I legendary.