TEXT: Volume 3
  By Drifters Game Workshop
  HANDBOOK
  harvesting
  HAMUND’S
  
  Hamund's Harvesting Handbook
  Volume 3
  A Harvesting Guide to Mordenkainen's Tome of Foes
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and
  all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
  and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright [2020] by Drifters Game Workshop and published under the Community
  Content Agreement for Dungeon Masters Guild.
  1
  
  Table Of Contents
  Chapter 1: Introduction.................................................p.3
  Chapter 2: How to Harvest............................................p.4
  Appraising
  Harvesting
  Chapter 3: The Harvest Tables.....................................p.6
  Understanding the Tables........................................p.6
  Harvest Table: A.......................................................p.8
  Harvest Table: B......................................................p.10
  Harvest Table: c......................................................p.12
  Harvest Table: D......................................................p.16
  Harvest Table: E.......................................................p.42
  Harvest Table: G......................................................p.47
  Harvest Table: H & K..............................................p.50
  Harvest Table: M......................................................p.51
  Harvest Table: N......................................................p.53
  Harvest Table: O......................................................p.55
  Harvest Table: R......................................................p.58
  Harvest Table: S......................................................p.59
  Harvest Table: T & U...............................................p.69
  Harvest Table: Y.......................................................p.72
  Chapter 4: Crafting.......................................................p.76
  Crafting Rules..........................................................p.76
  Crafters
  Materials, Time, and Cost
  Crafter Type
  Crafting Items from Published Books
  Craftable Items A-Z.................................................p.80
  Artifacts...................................................................p.100
  Chapter 5: Miscellaneous Additions.........................p.107
  Special Tools
  Additions and Changes
  Miscellaneous Harvesting
  Subclasses
  Barbarian: Path of the Blood Seeker
  Bard: College of Trophy Hunters
  Cleric: Harvester Domain
  Druid: Circle of the Cycle
  Fighter: Butcher
  Monk: Way of the Observed Form
  Paladin: Oath of Legacy
  Ranger: Fey Trapper
  Rogue: Scavenger
  Sorcerer: Skin Wearer
  Warlock: Apex Predator
  Wizard: Magi-Zoologist
  Chapter 6: Hamund's Have-Nots...............................p.119
  Understanding the Board
  CR <1.................................................................p.120
  CR 1...................................................................p.121
  CR 2...................................................................p.122
  CR 3...................................................................p.123
  CR 4...................................................................p.124
  CR 5...................................................................p.125
  CR 6...................................................................p.126
  CR 7...................................................................p.126
  CR 8...................................................................p.127
  CR 10................................................................p.129
  CR 11................................................................p.130
  CR 12................................................................p.131
  CR 13................................................................p.132
  CR 14................................................................p.133
  CR 15................................................................p.133
  CR 16................................................................p.134
  CR 17................................................................p.134
  CR 18................................................................p.135
  CR 20................................................................p.135
  CR 21+..............................................................p.136
  Credits
  Designed by: Jeffrey Yang  
  Written by: Jeffrey Yang  
  Edited by: Jeffrey Yang  
  Typesetting by: Jeffrey Yang  
  Cover art by: Lukasz Jaskolski  
  Website: https://www.inprnt.com/gallery/fadingray/
  Instagram: https://www.instagram.com/lukasz.jaskolski/  
  All other art provided by WotC under the DMs Guild
  Creator Content program.  
   
  Created using the Homebrewery  
  https://homebrewery.naturalcrit.com/  
   
  Image stains by: /u/AeronDrake  
  Website: https://www.reddit.com/user/AeronDrake/  
   
  Special thanks to: Lottie, Callum, Delphira, Raibri,
  Quincy, Yana, and Reuben  
  Contact Us
  Email: driftersgameworkshop@gmail.com  
  Twitter: @drifterworkshop
  Changelog
  v1.0: Release (23/11/2020)
  2
  
  Chapter 1: Introduction
  W
  elcome dear reader to Hamund’s Harvesting
  Handbook Volume 3, written by your favorite
  harvesting mentor: Hamund Holderhek!  
  I do apologise for my prolonged absence
  and the delay in producing this entry in the
  Harvesting Handbook series. Unfortunately,
  several events befell me recently that prevented me from
  finishing this book in a timely manner. These events
  include, but are not limited to: abduction by the Demon
  Lords of the Abyss, foiling a Shadowfell incursion, going
  undercover into duergar society, investigating a spree of
  curious star spawn appearances, and a rather eventful tea
  time with a close acquaintance.  
   
  But the important thing is that the book is here now, and
  I must say that it is some of my finest work. Not only have I
  covered the gamut of newly discovered creatures to
  harvest, but my travels have brought me into contact with
  ancient artefacts, more people that need harvesting help,
  and several new schools of combat and magic that
  incorporate our venerable art into their practices. 
   
  I implore you to enjoy this labor of love, dear reader. The
  knowledge in this book has been compiled under very
  trying circumstances, but it is all worth it in the pursuit of
  furthering our beloved craft. Inside, you will learn how to
  strip a skulk, melt down a marut, and hollow out a howler!
  Learn how to craft the spoils of your hunts into powerful
  weapons, channel the power of fiend lords into artefacts,
  and even find how to incorporate harvesting into every
  aspect of your being. Ours is an ever-expanding field, and I
  am so incredibly grateful to be with you every step of the
  way.
   
  Good luck and good harvesting, 
  -Sir Hamund Holderhek, O.B.H. (First Class), V.Ad., N.Ki.P.  
   
  P.S. Some of you may be wondering where I will go from
  here, considering the discovery of new monsters seems to
  have dried up recently. Well, without getting too far into it, I
  will mention that I have become very interested in
  herbalism as of late...  
  P.P.S. For more on these adventures, especially the tea
  time, see “Hamund’s Heroic Hardboileds I-XXIV.”
  Aim of this Guide
  Thank you for purchasing the third instalment of the
  “Hamund’s Harvesting Handbook” series. This volume
  covers the monsters included in Mordennkainen’s Tome of
  Foes, and as before, features a complete harvesting list for
  each monster, as well as over 130 new magical items to
  craft. The rules for harvesting and crafting are unchanged,
  but this book once again adds several new harvesting
  related rules to incorporate into your game. Premiering in
  this book is artifact crafting, a new harvesting related
  subclass for all 12 original player classes, and instructions
  for incorporating artificers into these harvesting rules.
  Everything has been written with balance in mind, but
  you are of course feel free to rebalance anything in this
  guide to suit your own table, or feel free to message me at
  driftersgameworkshop@gmail.com or hit me up on Twitter
  @drifterworkshop to discuss anything in this guide.
  3
  
  Chapter 2: How to Harvest
  T
  he act of removing useful body parts from a
  creature is referred to as harvesting.
  Anything that can be harvested from a
  creature is referred to as a harvesting
  material or simply material. In general, only
  creatures that have died may be harvested,
  but there may be some exceptions based on
  context. This section details the steps and checks
  associated with actually performing a harvest, as well as
  explaining how to understand the information presented in
  the rest of the book. This information is designed to be
  simple and easily added to any campaign.
  Appraising
  “Despite all the critics that try to call us mere scavengers,
  harvesting creatures is a truly cerebral art. It takes a keen
  mind to size up one’s prize, and it can make all the
  difference between getting a valuable new trophy, or a
  poorly butchered piece of meat.” - Hamund
   
  Before a player begins hacking and butchering their hunt,
  they may instead choose to take a moment first and
  appraise the creature to be harvested. To do this, they must
  spend 1 minute examining the creature to be harvested
  and then roll an Intelligence check, adding their proficiency
  bonus if they are proficient in the skill corresponding to
  that creature (see table below). For example, when
  appraising an allip (which is an undead), the check would
  be an Intelligence (Arcana) check, while appraising a
  cadaver collector (which is a construct) would require an
  Intelligence (Investigation) check.
  The DC of the check is equal to 8 + the Harvested
  Creature’s CR (treating any CR less than 1 as 0). Success
  on this check grants the player full knowledge of any useful
  harvesting materials on the creature, the DC requirement
  to harvest those materials, any special requirements to
  harvest them, and any potential risks in doing so. In
  addition, any harvesting check made on that creature by
  that player is rolled at advantage. A character may only
  attempt on appraisal check per creature.
  Monster Type/Skill Check
  Creature Type
  Skill
  Aberration
  Arcana
  Beast
  Nature
  Celestial
  Arcana
  Construct
  Investigation
  Dragon
  Nature
  Elemental
  Arcana
  Fey
  Arcana
  Fiend
  Arcana
  Giant
  Medicine
  Humanoid
  Medicine
  Monstrosity
  Nature
  Ooze
  Investigation
  Plant
  Nature
  Undead
  Arcana
  Splitting up the responsibilities
  Some party members may prefer to let one character
  handle the appraisal of materials, while another more
  dextrous character handles the actual harvesting. In this
  scenario, all benefits of appraising a creature are conferred
  to the player doing the harvesting, so long as the player that
  performed the appraising assists the harvesting player
  through the whole duration of the harvest.
  Harvesting
  "“The true core of this book: harvesting! Nothing else in
  this series matters if you cannot learn how this
  fundamental aspect of our craft. If you take nothing else
  from this book, take this section, it will serve you time and
  time again." - Hamund
   
  In order to harvest a creature, a character must make a
  Dexterity ability check using the same proficiency as listed
  in the above appraising table. For example, a character
  attempting a harvest check on an Aberration would receive
  a bonus equal to their Dexterity Modifier and their
  Proficiency in Arcana (if they have any).
  This check reflects a character’s ability to not only
  remove the intended item without damaging it, it also
  involves any ancillary requirements of the harvest such as
  proper preservation and storage techniques.
  Using other proficiencies
  If a player is harvesting a certain creature or harvesting a
  creature of a certain type of material, the DM may allow
  them to use a relevant tool proficiency rather than a skill
  proficiency.
  For example, the DM may allow a player to add their
  proficiency with Tinker’s Tools to their attempt to harvest a
  mechanical golem or use their proficiency with
  leatherworking tools when attempting to harvest a creature
  for its hide. Alternatively, all creature type proficiencies may
  be replaced by proficiency with the harvesting kit.
  Each individual item in a creature’s harvesting table is
  listed with a DC next to it. Any roll that a player makes that
  equals or exceeds this DC grants that player that item.
  Rewards are cumulative, and a player receives every item
  with a DC equal to or below their ability check result. For
  example, rolling a total of 15 on a check to harvest a
  balhannoth will reward the player with both “balhannoth
  teeth (large bag)”, and “balhannoth tentacle (x4)”, but not a
  “balhannoth hide”. If they so wish, players may opt to not
  harvest a material even if they have met the DC threshold
  to harvest it.
  Only one harvesting attempt may be made on a creature.
  Failure to meet a certain item’s DC threshold assumes that
  the item was made unsalvageable due to the harvester’s
  incompetence.
  For most creatures, the time it takes to harvest a
  material is counted in minutes and is equal to the DC of
  that material divided by 5. For huge creatures however, it is
  equal in DC of that material, while for gargantuan
  creatures, it is equal to the DC of that material multiplied
  by 2.
  4
  
  Particularly violent deaths
  "In my youth, I was considerably more reckless than I am
  today. Quite often, an errant shot would result in my
  spoiling an entire pelt! I implore anyone out there that
  values the quality of their work: aim your shots well and try
  to finish your prey in one swift go.” - Hamund
   
  This guide assumes that most creatures you attempt to
  harvest died in direct combat and thus already accounts for
  the idea that you are harvesting creatures that may not be
  in pristine condition. However, some deaths are more
  violent than others and can make harvesting useful
  materials either extremely difficult or downright
  impossible. Such examples include burning by fire,
  dissolving from acid, or being completely crushed under a
  pillar of stone. In these cases, raise the DC for harvesting
  any of that creature’s materials by 5. Alternatively, the DM
  may decide that well-orchestrated hunts result in a carcass
  that is prime for harvesting, such as creatures killed mostly
  through psychic damage, or those killed in one clean
  attack. In these cases, the DM should lower the DC for
  harvesting any of that creature’s materials by 5.
  Furthermore, the DM may adjudicate whether or not
  some of a creature’s individual materials have been made
  useless due to effects imposed by them in the course of
  their death. Examples may include blood being tainted
  from poisoning, or their pelt being worthless due to
  excessive slashing/piercing damage.
  Optional Rule: Carcass
  Degradation
  This guide mostly assumes that harvesting takes
  place on a freshly killed corpse and that little to
  no decomposition has yet occurred. However, in
  some cases, a player may desire to harvest a
  creature that has been dead for quite a while. In
  these cases, the DM may declare that certain
  body parts have already withered away and
  become useless and unharvestable or may decide
  to increase the DC’s of all harvestable materials
  similar to as if the creature had died a particularly
  violent death. If corpse decomposition is too
  advanced, it is entirely within the DM’s right to
  deny harvesting the creature altogether. 
   
  As a quick guide, the following timeline may be
  observed to decide on decomposition levels:
  1 hour after death: The carcass’ hide has
  ruptured from bloating and has become
  useless.
  1 day after death: The carcass’ blood has
  become too tainted to be useful, and soft
  tissues like the eyes have putrefied.
  3 days after death: The carcass’ internal organs
  have decomposed
  7 days after death: The carcass has undergone
  extensive putrefaction and none of its soft
  tissue remains harvestable.  
   
  For materials that have already been
  harvested, this guide assumes that part of the
  harvesting process is preserving those
  materials properly for storage and transport.
  As such, these materials will generally last at
  least 1 month after being harvested before
  they begin to undergo decomposition. Note
  that harder materials like bones, teeth, claws,
  and hair do not generally undergo
  decomposition and will remain usable
  indefinitely.
  5
  
  Chapter 3: The Harvest Tables
  T
  here is nothing more thrilling to me than
  finding a new creature. The idea of hunting
  it, cutting it open, and then seeing what
  nature’s bounty has in store for me is all the
  motivation I need to get out of bed in the
  morning. I have found many new species in
  my latest adventures and I present my
  findings to you here, dear reader.” - Hamund
  Understanding the Tables
  Every unique monster from Mordenkainen’s Tome of Foes
  has been listed in this book with an associated harvest
  table. When your players attempt a harvest, simply look up
  the relevant monster in this guide, and read out the results
  (monsters are listed in the same order they are given in
  Mordenkainen’s Tome of Foes). The following is an
  explanation of how to read the table.
  DC
  This is the DC required to harvest this item. Any harvesting
  check that equals or exceeds this threshold allows the
  player that made that check to successfully harvest that
  respective item.
  Item
  The name of the item received. While for most items, the
  player only receives one of the listed item, some item
  names have parentheses next to them. These indicate the
  amount that a player receives upon a successful harvest
  e.g.: Balhannoth Teeth (large bag) or Maurezhi Blood (3
  vials). At the DM’s discretion however, they may adjudicate
  that a player receives less or more than the stipulated
  quantity. Such reasons may include extremely high success
  on a roll, or certain methods in which the creature was
  killed.
  Optional Rule: Harvesting
  Dangerous Materials
  Harvesting some creatures are more dangerous
  than others. While most creatures are harmless
  once killed, others possess poisons, acids, and
  breath sacks that remain active even after the
  creature’s death. Even worse is that a simple
  misplaced knife stroke or errant twitch of the
  hand can lead to these materials accidentally
  harming the harvester.  
   
  Under this optional rule, whenever a harvester
  rolls below the DC of a harvestable material that
  has a “Use” section that deals damage, the
  material is not just lost, it also expends its ability
  on the harvester. For example, a character that
  fails to properly harvest a poison would suffer
  the effect of that poison on themselves, or a
  character that fails to harvest a breath sack would
  release the effect of that breath sack in their
  direction. The exact adjudication of the failure
  result may change depending on the DM.
  Description
  A brief description of the item to be harvested, written by
  Hamund. While this is usually just for flavor, some items
  also have a “Use:” section. These items may be used
  immediately after being harvested and require no further
  adjustments or crafting. Their function is described here in
  the description box.
  Additionally, some materials have harvesting
  requirements beyond just steady hands and a sharp knife.
  Any extra requirements or criteria for harvesting a material
  will be listed here.
  Value
  All materials are listed with their base resell value. This is
  how much money an average shopkeeper would be willing
  to pay for the materials in good conditions. DM discretion
  is advised when varying this value, dependent on
  shopkeeper mood, rarity within the setting, condition of the
  material, etc. A material with a value listed as “varies”
  indicates that its usage is too specific for it to be sold to an
  average shopkeeper, and the value of the material would
  depend heavily on context.
  When items are harvested in discrete quantities, the
  value listed refers to each individual item. For example,
  Maurezhi Blood is harvested as a set of 3 vials, and so the
  value listed (5 gp) refers to each individual vial (so
  successfully harvesting Maurezhi Blood would be worth 3
  x 5 gp = 15 gp). When items are listed as indiscrete
  quantities however, the value listed refers to the entire
  quantity. For example, Sibriex Cysts are harvested in the
  indiscrete quantity of a: “large bag.” Thus the 650 gp value
  listed refers to the value of a “large bag of Sibiriex Cysts,”
  not 650 gp for each individual cyst.
  Value Factors
  The values listed here are based on a myriad of factors
  including: CR of the monster, average treasure horde values,
  use in crafting, whether the monster tends to be found
  alone, whether the item is consumable, probability of
  successfully harvesting the item, balance around existing
  prices, and sometimes just for flavour. These prices are
  intended as a baseline only, and the DM is free to adjust
  these values as they see fit for their campaign. The DM is
  also to keep in mind that, although certain items may have
  high values, not all vendors may want to buy them. For
  example, although a Sibriex Frontal Cortex may be worth the
  high price of 10,000 gp, it may be difficult to sell it to the
  village grocer. Sometimes, finding the right buyer for an
  esoteric item can be an entertaining side quest in and of
  itself, or simply used as a good downtime activity.
  6
  
  Weight
  The weight of the item listed in pounds. The weight listed
  here follows the same rules as values do. The listed
  number refers to the weight of individual items, unless that
  item is harvested in indistinct quantities, in which case the
  weight refers to the whole indistinct quantity.
  Crafting
  Some items, although valuable, require a skilled artisan to
  craft them into a usable item. The material’s description
  details which item they can be crafted into. If this section is
  blank, the item has no craftable item associated with it.
  The section of crafted items at the end of this book
  details the usage of crafted items, as well as details on their
  crafting requirements. Some craftable items originate from
  published source books from WotC. These receive special
  tags in brackets that denote which book they come from.
  For more information on crafting visit Chapter 4.
  Humanoid Trinket Tables
  “Once again, I must caution my readers against harvesting
  humanoids. The job is messy and of dubious ethics at best.
  I would advise you to take the marginally more acceptable
  practice of corpse-looting: at the very least it will be more
  financially rewarding.” - Hamund
   
  Most humanoids listed in this book do not possess many
  useful materials to harvest. In order to complement the
  relatively bare tables of humanoids, a separate table is
  listed in their section describing items that may be
  plundered off of these creatures. These items tend to be
  random trinkets and are not weapons or armor. More often
  than not, they are relatively useless and are intended only
  to be used for resale.
  There is no ability check required to pilfer these trinkets,
  and the DM is free to decide which of these trinkets can be
  found on a typical corpse (if any at all). These tables are
  intended to be largely used as DM inspiration and to sate
  the lust of loot-hungry players while avoiding the ghoulish
  activity of dismembering a humanoid corpse.
  Like all harvested items, the value and weight listed
  refers to 1 unit of the respective item in that row.
  7
  
  Harvest Table: A
  Allip
  DC Item Description
  Value Weight Crafting
  10 Secret
  Smoke
  (vial)
  Although an allip consists of little more than billowy smoke, a harvester with quick
  hands can still manage to snag something of use from the blasted creature before it
  dissipates into the ether. When breathed in by a humanoid, this smoke causes a
  dissonance in the brain's chemistry that causes truth and lies to become blurred.
  Although this causes some delirium in the mind of the inhaler, it also allows them to
  befuddle even the most astute interrogators and magical lie-detectors. Requires
  enchanted vial.  
  Use: As an action, you may uncork this vial and breathe in the magical smoke within.
  For the next hour, you have advantage on Charisma (Deception) checks, you are
  immune to any ability that would attempt to read your thoughts, and you
  automatically succeed on any saving throw that would compel you to tell the truth or
  allow a creature to discern if you are lying. Furthermore, if you are subjected to the
  effect of a zone of truth spell, the caster believes that you are telling the truth at all
  times, regardless of whether you actually are. This vial has enough smoke for three
  uses.
  36
  gp
  1 lb.
  15 Psyche
  Echo
  An allip often attempts to share its forbidden lore by enticing scholars to scribble
  down their secrets on ream after ream of parchment. As such, I feel that the allip
  would want nothing more than to have its psychic remains trapped inside a sheet of
  spirit paper and we are in fact doing a service to the creature, rather than doing
  anything untowards. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the allip fragment within. If
  you do so, all creatures within 30 feet of you that can hear must make a DC 14
  Wisdom saving throw. On a failed save, a creature takes 2d8 psychic damage and is
  stunned until the end of its next turn. On a successful save, it takes half as much
  damage and isn't stunned. Constructs and undead are immune to this effect.
  60
  gp
  1 lb.
  Enigma
  Sheet
  8
  
  Astral Dreadnought
  “I was once compared to an astral dreadnought by a rather bitter critic. I believe the implication was that, like the
  dreadnought, I was a rampaging disaster that devoured and took everything that I laid my eyes on. The joke is on them
  however, since I actually find that comparison to be not just accurate, but also quite flattering.” - Hamund
  DC
  Item
  Description
  Value Weight
  Crafting
  5
  Plane
  Blocking
  Ichor (500
  gallons)
  The astral dreadnought is the apex predator of the Astral Plane and as
  such, has developed a multitide of biological features for hunting their
  prey relentlessly. One such feature is their blood which contains an
  enzyme that protects them from being banished from their own domain. If
  drained and stored properly, this blood can be repurposed into a paint that
  wards off anybody attempting to intrude upon your home via inter-planar
  means.
  2 gp
  5,000
  lb.
  Planar
  Prevention
  Paint
  10
  Astral
  Dreadnought
  Tooth (x10)
  An astral dreadnought's teeth is often the last thing an astral traveler will
  ever see. Even the smallest tooth is as large as a man's leg and is capable
  of piercing the hulls of the hardiest planar ships. These teeth make
  extremely powerful weapons once recrafted properly.
  60 gp
  25 lb. Any melee
  weapon,
  +3 (DMG)
  10
  Astral
  Dreadnought
  Spike (x6)
  As if they were made from the worst sea creatures put together, the astral
  dreadnought's plated hide is covered in rows of vicious spikes reminiscent
  of a monstrous sea urchin. Repurposed into harpoons, these spikes are
  capable of felling most astral ships in a single shot. So my advice if you
  ever encounter a crew fierce enough to stock one of these? Run.
  100 gp 30 lb.
  Astral
  Harpoon
  15
  Astral
  Dreadnought
  Claw (x2)
  Like the claws of a gargantuan lobster, the astral dreadnought's claws are
  meant only for the crushing and destruction of its foes. Far too large to be
  wielded by an ordinary adventurer, these claws have found their use as
  rams installed on massive astral galleys and used to sink hapless travelers.
  650 gp 400 lb. Ram, +3
  (DMG)
  20
  Astral
  Dreadnought
  Crown Plate
  Although the entirety of an astral dreadnought's hide is envied by armorers
  for its durability, only a select few scales on the top of its head has the
  flexibility and weight to be practical as an actual suit of armor. Reforged by
  master blacksmiths, this scale grants the wearer the same relentless
  durability as the titan it was taken from.
  1,500
  gp
  30 lb.
  Plate of
  the
  Pursuer
  20
  Astral
  Dreadnought
  Scales (x20)
  An astral dreadnought swims through the Astral Plane with the same
  majesty and grace as that of a blue whale through the ocean. This is aided
  by its scaly hide which is magically attuned to its home plane. If these
  scales are repurposed into hull plating, not only does it bolster the
  defenses of a ship, it also allows it to travel through the Astral Plane with
  all the ease of even the swiftest githyanki ships.
  75 gp
  50 lb. Astral Hull
  Plating
  25 Dimensional
  Gullet
  While the gullet of most creatures leads from the mouth to the stomach,
  the astral dreadnought's has the much more unique and fantastical
  property of leading from its mouth to a self-contained pocket dimension.
  When properly extracted, the gullet can be repurposed by a highly skilled
  crafter into a cloak that can whisk its wearer away to the safety of their
  own pocket plane.
  8,000
  gp
  60 lb.
  Cloak of
  Safe
  Harbor
  30
  Astral
  Dreadnought
  Eye
  Much like the more ubiquitous beholder, the lone eye of the astral
  dreadnought has the ability to shut down magical energy wherever it
  gazes. It is for this reason that some scholars have posited that the
  beholder and the astral dreadnought are somehow related; that perhaps
  the dreadnought was a mutation of a beholder by the goddess Tharizdun.
  Unfortunately, all attempts by these scholars to recover samples of the
  dreadnoughts to study have ended in...failure, to say the least.
  11,200
  gp
  120 lb. Anti-magic
  Crystal
  9
  
  Harvest table: B
  Balhannoth
  DC
  Item
  Description
  Value Weight Crafting
  10 Balhannoth
  Teeth
  (large bag)
  Although deadly when set into the jaw of its original owner, the teeth of a
  balhannoth are far too irregular to be crafted into practical weaponry. However,
  these twisted ivories can be ground down into a fine powder, mixed with
  hallucinogens, fermented, and then imbibed as a nightcap drink called languish.
  Languish fills the drinker's sleep with good dreams and allows them to live their
  fantasies for a few hours in the night. But, as with most things originating in the
  Shadowfell, languish is a double edged sword. It is highly addictive, and those
  who become dependent on it often find their waking lives to become dull and
  empty.
  180
  gp
  20 lb.
  15 Balhannoth
  Tentacle
  (x4)
  Like many of their aberration cousins, the balhannoth features long, spiked
  tentacles to ensnare its prey. Unique to the balhannoth, however, is that their
  tentacles also carry extensions of their brain stems similar to the way that an
  octopus does. As such, when attempting to harvest a balhannoth to reap its
  infamous desire-reading abilities, it is in fact the tentacles that are the real
  prize; not the brain itself.
  50
  gp
  25 lb.
  Rope of
  Fantasy
  20 Balhannoth
  Hide
  As part of their insidious hunting and stalking strategy, a balhannoth is capable
  of rendering itself invisible to the naked eye. This comes as part of their hide
  that has absorbed the latent magic of its Shadowfell home. When skinned and
  tanned, this hide can make a cloak that grants limited invisibility.
  300
  gp
  15 lb.
  Cloak of
  Targeted
  Invisibility
  Berbalang
  DC
  Item
  Description
  Value Weight Crafting
  10 Berbalang
  Ear (x2)
  While there is no verifiable use for the ears of a berbalang, they still hold a certain
  popularity among those that study necromantic magics. It is commonly believed,
  truthfully or not, that they increase a mage's ability to sense the dead and respond
  to their hidden desires.
  5 sp
  2 lb.
  15 Berbalang
  Tongue
  A berbalang is capable of communicating with just about anything, and yet, it rarely
  speaks. It saves its few precious words only for those that cannot respond: the
  dead. As frustrating as that may be to any living person trying to extract information
  from them, it does mean that harvesters can find their tongues in near-mint
  condition.
  3 gp
  1 lb.
  Singing
  Skull
  20 Berbalang
  Brain
  One of a berbalang's more interesting abilities is its creation of spectral duplicates
  created through sheer force of will. Usually used for spying and information
  gathering, the mental strain does render the real berbalang comatose during the
  attempt. I suppose that nothing highlights the berbalang's propensity for
  introversion quite like the fact that it finds even its own company boring enough to
  sleep through.  
  Use: While this brain is in your hand, you may spend your action to concentrate on
  it. If you do so, you summon a spectral double of yourself in an unoccupied space
  within 60 feet of you. While the duplicate exists, you are unconscious. The
  duplicate disappears when it or you drop to 0 hit points or when you dismiss it (no
  action required).  
  Your duplicate has the same statistics and knowledge as you, but cannot cast spells
  and has no equipment when created. Everything experienced by your duplicate is
  known to you. All damage dealt by your duplicate is psychic damage. Once this
  item is used once, it shrivels away and becomes useless.
  10
  gp
  4 lb.
  10
  
  Boneclaw
  “For most of society, it is a blessed day when a necromancer fails their phylactery ritual. That is because in these cases,
  instead of creating an all-powerful lich, a much more benign boneclaw is created instead. For me however, the stroke of luck
  comes in the fact that it creates a corporeal creature that is able to be harvested.” - Hamund
  DC
  Item
  Description
  Value Weight Crafting
  15 Shadow
  Robe
  Wisps
  (vial)
  As a reflection of its malformed existence, a boneclaw garbs itself in a shadowy
  substance in a pale imitation of the grand finery found on real liches. While not
  nearly as regal, the shadows do possess some trace of the boneclaw's magic and
  thus are useful for all manners of alchemy and dark magic. Requires enchanted vial.
  300
  gp
  1 lb.
  Shadow
  Robe
  20
  Bone
  Claw (x2)
  Rather than favoring the dark magic synonymous with liches, a boneclaw utilizes
  the more mundane, but no less intimidating, eponymous bone claws. Perfectly
  shaped to reach, rend, and restrain hapless victims, these claws make fantastic
  weapons for trapping and finishing off wounded opponents.
  325
  gp
  25 lb.
  Death's
  Grip
  25 Boneclaw
  Skull
  Although it is imperfect, a boneclaw still possesses a phylactery like a real lich; or
  it is more accurate to say that the phylactery possesses it. In a mockery of their
  failure to perform the ritual correctly, a boneclaw is indentured to a mortal
  creature who serves as the boneclaw's phylactery. So long as the creature lives, so
  does the boneclaw. It is not always clear who acts as the boneclaw's phylactery,
  sometimes not even to the boneclaw itself. To circumvent this, certain
  enchantments can be performed on a well preserved boneclaw head, allowing
  one to track down the living phylactery and end the menace of the boneclaw,
  once and for all.
  2,000
  gp
  10 lb. Boneclaw
  Censer
  11
  
  Harvest Table: C
  Cadaver Collector
  “In my younger and more experimental days, I once tried to capture and reprogram a cadaver collector to be my assistant. It
  seemed sensible at the time; we did both share the same penchant for reusing the bodies of what we hunt. However, while I
  was mildly successful in making it become my travelling companion, I had to dismiss it from my service due to its habit of
  spearing all my hunts on its back, thus ruining perfectly good pelts and organs. Oh well, I still got some use out of it; I took it
  apart and used the findings to make this entry!” - Hamund
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Undertaker
  Oil (5
  vials)
  Just like any machine, the cadaver collector requires lubricant to keep its gears
  and joints moving smoothly. The cadaver collector however uses a more vile
  source: the blood and gristle of rotting corpses. As the grisly mixture covers
  and circulates through the infernal construct, it catalyzes into a substance
  known as undertaker oil. This oil is highly sought for its ability to preserve
  corpses regardless of their level of putrefaction, and can be used by anyone to
  rival the skills of even the greatest embalmer.
  40 gp
  1 lb.
  15
  Cadaver
  Collector
  Face Plate
  Those that have fought a cadaver collector and lived will agree that although
  the corpses that adorn its body are terrifying, the thing that lingers in the mind
  for years after is its hollow, unblinking visage. Stylized to resemble a horrific
  green-eyed skull, the face of the cadaver collector inspires paralyzing fear in
  both the living and the dead (a trait it shares with my great-uncle Tothbard).
  460
  gp
  20 lb.
  Death
  Mask
  20
  Acheron
  Steel
  Forged from the hell-blasted flames of Acheron, the steel plates that cover the
  cadaver collector put to shame anything smelted on the Material Planes. With
  proper modifications, this steel creates a fearsome suit of armor that protects
  both the body and the spirit.
  1,500
  gp
  80 lb. Necroplate
  25 Ghostfire
  Engine
  In the center of the cadaver collector beats not a heart, but a small, white-hot
  core of hellish energy that fuels the dark construct. This core is sparked by the
  sacrifice of dozens of innocent creatures and drives the collector to its dark
  purpose. It must be handled with extreme care, but when preserved well, its
  energy can be reused as a very powerful explosive or for particularly difficult
  crafting purposes.  
  Use: As an action, you may throw this item to a space within 15 feet, after
  which, this item explodes in a 10-foot radius burst. All targets within that
  burst must make a DC 18 Dexterity saving throw. On a failure, they suffer 4d6
  fire damage and 4d6 necrotic damage, or half that on a success.
  5,300
  gp
  2 lb.
  Ghostfire
  Pack
  Choker
  DC
  Item
  Description
  Value Weight Crafting
  10 Choker
  Cartilage
  The tubular cartilage of the choker allows it a great deal of flexibility and adaptivity,
  somehow without sacrificing its own structural integrity. For this reason, the
  cartilage is prized as a crafting material for everything from ropes to reins. In
  particular, the cartilage is often sought after by tinkers attempting to add realistic
  joints to their mechanical constructs.
  1 gp 15 lb.
  15 Choker
  Claw
  (x2)
  The starfish-shaped claws of a choker are lined with dozens of small pins that trap a
  victim's throat much like a bird being caught in a tangle of thorny vines. While they
  are impractical to use as weapons for an ordinary humanoid, they can be used as
  climbing aids by the intrepid adventurer (if you can get over the squelching
  sensation when touching them).  
  Use: While holding these claws, you have advantage on Strength (Athletics) checks
  to climb difficult surfaces.
  4 gp
  6 lb.
  12
  
  Clockworks
  “The infamous gnomish clockwork constructs have an interesting role in the great taxonomy of harvestable creatures (if you
  can even call them that). Because the methods of their creation are relatively well known, relatively intact specimens can be
  salvaged by any knowledgeable tinker into a working state. Not saying that you have to, but maybe keep it in mind before you
  go about melting their insides and whatnot.” - Hamund  
   
  Instead of harvesting the individual pieces of a clockwork, you may instead attempt to salvage the entirety of the creature to
  be fixed up by a well-supplied tinker. If you wish to do this, roll a d20. On a result of 18 or higher, the clockwork is in a good
  enough state to be repaired. You may still harvest a clockwork even if it is found to not be in a state of potential repair. Your
  DM may also decide that a clockwork that died under exceptional circumstances cannot be salvaged whatsoever (such as if it
  was completely melted into slag).
  A repairable clockwork may be brought to any tinker and fixed at a fee of 300 gp, and 1 week per hit die (this fee only covers
  material expenses; labour fees may vary from tinker to tinker). Once created, a clockwork will gain loyalty to the first creature
  it sees and will follow their directions to the best of their ability until it is reduced to 0 hit points again, at which point it
  becomes permanently unsalvageable and unharvestable.
  Bronze Scout
  DC
  Item
  Description
  Value Weight Crafting
  10 Gnome-
  made
  Servo
  The internal mechanisms of the clockwork constructs can seem almost like magic for
  anyone not trained in the tinkering and gnomish sciences. While they may vary from
  model to model (and indeed, even among the same type of clockwork), they all share
  the same design for the core set of gears that power its lifelike movements. Tinkers
  of all breeds value these mastercrafted servos to use in their own creations, and will
  pay a decent price to avoid having to make them on their own.
  1 gp
  5 lb.
  15 Quartz
  Plating
  The plating of the bronze scout is forged from a unique method that incorporates
  quartz and minerals into the smelting process. The result is an alloy that not only
  resonates with the earth, but also has a distinctive amber tone. Unfortunately, the
  former trait quickly dissipates once disconnected from the construct, but it still
  retains the attractive coloring and can be recrafted into a rather fetching suit of
  armor.
  2 gp 30 lb.
  Splint
  Armor
  (DMG),
  Plate
  Armor
  (DMG)
  20
  Volt
  Core
  The bronze scout is not built for combat, but it does possess a few tricks up its
  sleeves (despite its lack of arms). The most notable is a literally shocking ability to
  release a wave of lightning along the ground to distract its foes while it burrows to
  safety. The core responsible for this is fragile however, and only recharges when still
  attached to a functioning scout. As such, although it is useful in a pinch, it is a strictly
  one-time use item only. Note: This item can only be harvested if the bronze scout
  had its lightning flare ability available at the time of its death.  
  Use: As an action, you may throw this item at the ground up to 15 feet away from
  you, causing it to explode on impact. All creatures touching the ground within 15
  feet of the explosion must make a DC 13 Dexterity saving throw, taking 2d6
  lightning damage on a failed save, or half as much damage on a successful one.
  8 gp
  4 lb.
  Iron Cobra
  DC
  Item
  Description
  Value Weight
  Crafting
  10
  Gnome-
  made
  Servo
  The internal mechanisms of the clockwork constructs can seem almost like
  magic for anyone not trained in the tinkering and gnomish sciences. While they
  may vary from model to model (and indeed, even among the same type of
  clockwork), they all share the same design for the core set of gears that power
  its lifelike movements. Tinkers of all breeds value these mastercrafted servos to
  use in their own creations, and will pay a decent price to avoid having to make
  them on their own.
  1 gp
  5 lb.
  15 Ironleather
  Hide
  As implied by their name, the iron cobra is covered in a thick hide of iron
  plates. However, in order to replicate the articulation of a real cobra, gnomish
  tinkers mastered a smelting process to create an alloy that flexes and moves
  like real skin. Taking it back to an experienced blacksmith allows it to be
  repurposed into a comfortable and surprisingly lightweight armor that does not
  sacrifice protection.
  30
  gp
  20 lb. Ironleather
  Splint
  20 Artificial
  Venom
  (vial)
  Much like a real cobra, the iron cobra's fangs are loaded with deadly venom to
  inject into its victims. However, in the classic gnome habit of overcomplicating
  their work, the iron cobra is also loaded with other more nefarious concoctions
  not found in nature.  
  Use: When you harvest this material, you receive a random venom that imposes
  the same effect as one of the poison effects listed under the iron cobra's bite
  ability. All venoms can be used to coat up to 5 pieces of slashing or piercing
  ammunition or one slashing or piercing weapon. Applying the venom takes 1
  minute. For the next minute, any creature successfully hit must succeed on a
  DC 13 Constitution saving throw or suffer the effect of the appropriate venom.
  100
  gp
  1 lb.
  13
  
  Oaken Bolter
  DC
  Item
  Description
  Value Weight Crafting
  10 Gnome-
  made
  Servo
  The internal mechanisms of the clockwork constructs can seem almost like
  magic for anyone not trained in the tinkering and gnomish sciences. While they
  may vary from model to model (and indeed, even among the same type of
  clockwork), they all share the same design for the core set of gears that power its
  lifelike movements. Tinkers of all breeds value these mastercrafted servos to use
  in their own creations, and will pay a decent price to avoid having to make them
  on their own.
  1 gp
  5 lb.
  15
  Oaken
  Bolter
  Bolt
  (x10)
  Despite its superior reinforcement and demonstrable power, the ammunition of
  an oaken bolter is far too large to be wielded by an ordinary arbalest. That said,
  fortresses and armies would pay a decent amount to add these bolts to their own
  armories to be loaded into their ballistae and siege weapons.
  3 gp 15 lb.
  15
  Oaken
  Bolter
  Harpoon
  The harpoon of an oaken bolter is of a slightly more sophisticated design than the
  standard fare wielded by whalers and big-game hunters. The smaller hooks are
  specially designed to target smaller creatures and are favored by sieging armies
  for their ability to pull defenders from fortress walls.
  30
  gp
  20 lb.
  15
  Oaken
  Bolter
  Explosive
  Core
  To aid its destructive capabilities, the oaken bolter is capable of synthesizing an
  explosive charge on its bolts to deal massive damage to large groups of enemies
  simultaneously. Although it loses the ability to create new charges once it is
  detached from the rest of the mechanism, the core still carries one final charge to
  be detonated once sufficient force is applied.  
  Use: As an action, you may throw this item to a space up to 20 feet away, causing
  it to explode on impact. Anything within 20 feet of the explosion must make a
  DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as
  much damage on a successful one.
  30
  gp
  8 lb.
  20
  Oaken
  Bolter
  Gear
  The system that operates the firing mechanism of the oaken bolter is far more
  complicated than that of an ordinary crossbow. At the heart of it is a highly
  specialized piece of gnomish engineering that loads and fires bolts faster and
  more reliably than humanly possible. Removing the piece is an intricate and
  delicate process, but tinkers can take a working sample and use it to make a
  weapon that has the same versatility as that of the original construct.
  70
  gp
  8 lb.
  Gearstring
  Launcher
  14
  
  Stone Defender
  DC
  Item
  Description
  Value Weight Crafting
  10
  Gnome-
  made Servo
  The internal mechanisms of the clockwork constructs can seem almost like
  magic for anyone not trained in the tinkering and gnomish sciences. While they
  may vary from model to model (and indeed, even among the same type of
  clockwork), they all share the same design for the core set of gears that power
  its lifelike movements. Tinkers of all breeds value these mastercrafted servos to
  use in their own creations, and will pay a decent price to avoid having to make
  them on their own.
  1 gp
  5 lb.
  15 Stone Shield
  (x2)
  The master masonry of the stone defender's towering shields cannot be denied.
  Indeed, more often than not, an ambitious gnome will commission their
  dwarvish neighbors to ensure quality workmanship and sturdiness.
  Unfortunately, as is often found in the inventions of the zealous gnomes, they
  are also far too heavy and impractical to be wielded by an ordinary combatant
  into battle. As such, they are useful for little more than resale to other
  stonemasons as building material.
  15
  gp
  40 lb.
   
  20 Copperstone
  Joint
  The mere fact that a stone defender can lift its shields is an engineering marvel;
  the fact that it can swing them with enough force to knock down foes larger
  than itself is nothing short of a miracle. Indeed, the copperstone joint in the
  construct responsible for this is so intricate and advanced that it can almost
  seem to have been made through divine intervention. It is difficult to remove
  without damaging it, but if done so, it can be customized to give a weapon a
  very powerful follow through.
  100
  gp
  15 lb.
  Inertia
  Piston
  Corpse Flower
  “I once had a nasty run in with a corpse flower. I had been hunting down a rather wicked derro that had murdered one of my
  travelling companions, and I had finally managed to corner to villain and avenge my friend. Before I managed to extract a
  trophy however, a corpse flower appeared, grabbed the corpse, then dissolved it before my very eyes! Well, the last laugh was
  mine, as I killed that corpse flower and took one of its leaves as a proxy prize.” - Hamund
  DC Item Description
  Value Weight Crafting
  10 Carrion
  Vines
  (large
  bag)
  As part of its unnatural germination, a corpse flower subsists and grows almost
  entirely on the rotting corpses of humanoid creatures. Due to this, the fibers that
  constitute the vines of this horrid plant are a fair degree more…animalistic in nature.
  The material of these writing tendrils more resembles living flesh, and it leaks sap as if
  it were blood. As such, other than being used for necromantic rituals, they can also be
  quite good for trying to add a bit of roughage to a carnivorous pet's diet.
  40
  gp
  40 lb.
  15 Corpse
  Flower
  Petal
  (x5)
  The flowers of the corpse flower bloom with the sickly reds and yellows of a bloated
  cadaver. Death cults and warlike civilizations have been known to grind these petals
  up into pigments for warpaint that when applied, whip up the users into a death-
  crazed frenzy.
  25
  gp
  6 lb.
  Corpse
  Maker's
  War
  Paint
  20
  Rot
  Musk
  (vial)
  To be honest, the stench of the corpse flower is worse than the slimy grip of its
  tentacles; it can best be described as death trying to cram itself into your body via
  your nostrils. This stench originates from a pool of liquid musk at the center of its
  writhing mass which contains the plant's digestive enzymes and is used to turn the
  flower's victims into a putrid soup.  
  Use: You may uncork this vial ad an action, releasing its horrid stench. All creatures
  that start their turn within 10 feet of you that are not a construct or undead must
  make a DC 14 Constitution saving throw. On a failed save, a creature is incapacitated
  until the end of the turn. Creatures that are immune to poison damage or the
  poisoned condition automatically succeed on this saving throw. On a successful save,
  a creature is immune to the stench of this item and all corpse flowers for 24 hours.  
  Alternatively, you may pour the contents of this vial on a corpse that is medium sized
  or smaller. If you do so, that corpse immediately disintegrates into a soft mush. If this
  mush is left on fertile soil, it seeps into it, causing a new corpse flower to grow there
  in 1d4 days.  
  This item degrades 2d4 days after the death of its original corpse flower, becoming a
  useless (but still unpleasant) liquid.
  350
  gp
  2 lb.
  15
  
  Harvest Table: D
  Deathlocks
  Deathlock
  DC
  Item
  Description
  Value Weight Crafting
  10
  Bone
  Heart
  The black heart of a deathlock no longer serves any useful biological function. In
  fact, more often than not, it has ossified from exposure to necromantic energies and
  more resembles an anatomical model than an actual organ. While the necromantic
  energies seeped into it are relatively weak, they are admittedly quite captivating to
  look at, and some shadier mages have been known to use the heart as a morbid
  arcane focus.
  5 gp
  2 lb.
  15 Chained
  Soul
  A deathlock rises when the spirit of a mortal bound to a patron fails to uphold their
  end of a pact. When this occurs, their soul is chained by their wrathful patron,
  refused entry to the afterlife, and hurtled back into their former body to resume their
  duty. While this is tragic for the deathlock, this chaining also makes their spirit
  particularly easy to capture in a ream of spirit paper and made to do your own
  bidding. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the vengeful spirit trapped
  inside which takes the form of a specter (the DM has the creature's statistics) in an
  unoccupied space within 5 feet of you. This specter acts next round on its own
  initiative and follows any verbal orders you give it (no action required). The specter
  lasts for 1 minute or until it is reduced to 0 hit points, after which it disappears.
  30
  gp
  1 lb.
  20 Death
  Claw
  (x2)
  Although a deathlock is certainly adept in many dark forms of magic, its physical
  attributes are not to be laughed at either. In order to ensure that they have the tools
  to complete their mission, a deathlock's patron grants them a claw powered by
  necromantic energy that rends the lifeforce from whomever it touches. Proper
  harvesting of the claw requires one to carve along the ley lines of the wrist to avoid
  severing its connection to the patron, but when done properly, it can be refashioned
  into a most wicked weapon.
  50
  gp
  5 lb.
  Necro
  Gauntlet
  Deathlock Mastermind
  DC
  Item
  Description
  Value Weight Crafting
  10
  Bone
  Heart
  The black heart of a deathlock no longer serves any useful biological function. In
  fact, more often than not, it has ossified from exposure to necromantic energies
  and more resembles an anatomical model than an actual organ. While the
  necromantic energies seeped into it are relatively weak, they are admittedly quite
  captivating to look at, and some shadier mages have been known to use the heart as
  a morbid arcane focus.
  5 gp
  2 lb.
  15 Chained
  Soul
  A deathlock rises when the spirit of a mortal bound to a patron fails to uphold their
  end of a pact. When this occurs, their soul is chained by their wrathful patron,
  refused entry to the afterlife, and hurtled back into their former body to resume
  their duty. While this is tragic for the deathlock, this chaining also makes their spirit
  particularly easy to capture in a ream of spirit paper and made to do your own
  bidding. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the vengeful spirit trapped
  inside which takes the form of a specter (the DM has the creature's statistics) in an
  unoccupied space within 5 feet of you. This specter acts next round on its own
  initiative and follows any verbal orders you give it (no action required). The specter
  lasts for 1 minute or until it is reduced to 0 hit points, after which it disappears.
  30 gp
  1 lb.
  20 Death
  Claw
  (x2)
  Although a deathlock is certainly adept in many dark forms of magic, its physical
  attributes are not to be laughed at either. In order to ensure that they have the tools
  to complete their mission, a deathlock's patron grants them a claw powered by
  necromantic energy that rends the lifeforce from whomever it touches. Proper
  harvesting of the claw requires one to carve along the ley lines of the wrist to avoid
  severing its connection to the patron, but when done properly, it can be refashioned
  into a most wicked weapon.
  50 gp
  5 lb.
  Necro
  Gauntlet
  20 Patron's
  Favor
  The deathlocks that have managed to redeem their worth in their patron's eyes are
  granted greater powers that rival the ones they had in life. This time around
  however, the deathlock's pact is sealed onto their body to prevent their misuse and
  squandering. This comes in the form of a brand somewhere on the deathlock that
  glows with other-planar energy. If harvested intact, the power of the patron can be
  stolen and repurposed to grant a mage a boost to their arcane abilities. Just don't let
  the surviving followers of the patron track you down afterwards though...
  1,950
  gp
  1 lb.
  Siphon
  Boon
  16
  
  Deathlock Wight
  DC
  Item
  Description
  Value Weight Crafting
  10
  Bone
  Heart
  The black heart of a deathlock no longer serves any useful biological function. In fact,
  more often than not, it has ossified from exposure to necromantic energies and
  more resembles an anatomical model than an actual organ. While the necromantic
  energies seeped into it are relatively weak, they are admittedly quite captivating to
  look at, and some shadier mages have been known to use the heart as a morbid
  arcane focus.
  5 gp
  2 lb.
  15 Chained
  Soul
  A deathlock rises when the spirit of a mortal bound to a patron fails to uphold their
  end of a pact. When this occurs, their soul is chained by their wrathful patron,
  refused entry to the afterlife, and hurtled back into their former body to resume their
  duty. While this is tragic for the deathlock, this chaining also makes their spirit
  particularly easy to capture in a ream of spirit paper and made to do your own
  bidding. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the vengeful spirit trapped
  inside which takes the form of a specter (the DM has the creature's statistics) in an
  unoccupied space within 5 feet of you. This specter acts next round on its own
  initiative and follows any verbal orders you give it (no action required). The specter
  lasts for 1 minute or until it is reduced to 0 hit points, after which it disappears.
  30
  gp
  1 lb.
  17
  
  Demons
  “I am at my wit’s end when it comes to demons. I have tried holy water, I have tried magical rituals, I have tried throwing salt
  on them at the time of their deaths; absolutely NOTHING can keep them from dissolving into a useless ichor. Do you know
  how inconvenient it is to have to go to the Abyss every time I need to collect some rutterkin livers? I am an incredibly busy
  man!” - Hamund
  Due to their abyssal nature, demons slain on the Material Plane cannot be harvested, as their carcass dissolves into a foul
  ichor instead. This ichor serves no purpose and is effectively useless. In order to properly harvest a demon, they must be killed
  in the Abyss.
  Furthermore, using parts harvested from a demon comes with certain risks, as their corrupting influence remains even after
  their death. When a player consumes or attunes to an item made from a demon part, roll a d20. On a 10 or less, that player
  contracts a curse from using that item. The curse persists even after the normal effects of that item have finished and is only
  removed when the player is targeted by the remove curse spell or similar magic. If a character is cured of a curse caused by an
  attunement item, they are not allowed to attempt to attune to that item again. The DM may pick the curse themselves, or roll
  for it on the table below:
  If the curse came from a non-consumable item, there is an additional aspect of the curse that reads: “you have a constant
  need to be within reach of the cursed item and are unwilling to part from it. You feel a need to have it equipped whenever
  feasibly possible.”
  Fiendish Curse
  d6 Curse
  1 You feel a rage constantly bubbling under your emotions, threatening to burst at any moment. Whenever a hostile
  creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must
  use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack
  action, you use those extra attacks, moving to attack the next nearest creature after your fell your current target. If
  you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no
  creatures within 60 feet of you that you can see or hear.
  2 An unholy aura surrounds your spirit at all times. While this aura is invisible to any being that cannot see magic
  directly, creatures nevertheless feel its effects subconsciously and shun those who bear it. While cursed like this, you
  have disadvantage on any Animal Handling check and any Persuasion check made to try to persuade a non-evil
  creature.
  3 The demonic tinge in your body makes you no different to a normal demon in the eyes of those who hunt them. You
  are considered to have an evil alignment regardless of your actual alignment, and your type is considered to be fiend,
  along with your regular type. You have disadvantage on any Charisma (Persuasion) check made to convince a good-
  aligned creature, and you also gain a vulnerability to radiant damage.
  4 Constant whispers fill your mind, confusing your thoughts and weakening your resolve. You have disadvantage on all
  Wisdom saving throws.
  5 Your fiendish corruption weakens your resolve when fighting against other demons. You have disadvantage on attack
  rolls against demons and on saving throws against their spells and special attacks.
  6 An unnatural hunger pervades your thoughts and enfeebles your movements. Any time you go more than 3
  consecutive hours without eating at least 1 pound of food, make a DC 10 Constitution saving throw. On a failed
  save, you gain 1 level of exhaustion. The DC increases by 5 for every additional 3 hours you spend without
  consuming a pound of food. Both the DC and your exhaustion level is reset upon consuming at least 1 pound of
  food.
  18
  
  Alkilith
  DC Item Description
  Value Weight Crafting
  15 Alkilith
  Acid
  (vial)
  The strength of an alkilith is lackluster compared to other more ferocious demons.
  As such, instead of bludgeoning or slashing their victims to death, the alkilith
  prefers to coat its foes in a potent acid that eats flesh and metal alike. The acid
  unfortunately loses much of its potency quickly after the death of the alkilith, but is
  still very useful for various cultists that use it to clean demonic artifacts.
  270
  gp
  1 lb.
  20 Alkilith
  Spore
  (vial)
  Like many of the more mundane forms of mold and fungus, the presence of an
  alkilith can wreak havoc on a creature's health due to the inhalation of tiny spores.
  However, the alkilith's effect is much faster acting and much more insidious as it
  causes a madness to take hold that starts as a buzzing in the mind and devolves
  rapidly into a rabid violence against friend and foe alike. These spores remain active
  after the death of the alkilith and although they dissipate quickly after exposure to
  the open air, they can be used to brew a particularly noxious alcohol that can stir
  even the most serene pacifist to wanton violence.  
  Use: As an action, you may either uncork this vial or throw it up to 20 feet,
  shattering it on impact. Either way, all creatures within 30 feet of the exposed
  spores must succeed on a DC 18 Wisdom saving throw, or hear a faint buzzing in
  their head and have disadvantage on their next attack roll, saving throw, or ability
  check. If the saving throw failed by 5 or more, the creature is instead subjected to
  the confusion spell for 1 minute (no concentration required). Once exposed to the
  open air for one turn, these spores dissipate and become useless.
  570
  gp
  1 lb.
  Berserker
  Brew
  25 Alkilith
  Pus
  (vial)
  The oozing innards of an alkilith is its strongest connection to its previous life as an
  offshoot of the demon prince Jubilex. Composed of foul, unholy miasmas, the
  alkilith drips fine trails of this pus wherever it goes and is the primary material for
  transforming an ordinary doorway into a portal to the Abyss. It is very difficult to
  collect this pus before its magical properties dissipate, but when done so, can also
  be used as a quick means of Abyssal travel (why you would want to go there
  however, is beyond me). Requires enchanted vial.  
  Use: If you spread this pus around the sides of an open aperture and leave it
  undisturbed for 10 minutes, that aperture becomes attuned to the Abyss and
  transforms into a portal to that realm. The portal becomes anchored to a random
  unoccupied space in the Abyss, and travelling through the portal transports you and
  anything you are carrying to that plane as if you were stepping through a doorway.
  This vial has enough pus to cover 30 feet of perimeter. An aperture's perimeter
  must be fully enclosed for it to become a portal to the Abyss.
  3,000
  gp
  1 lb.
  Armanite
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Armanite
  Hoof
  (x4)
  The armanite does not so much have hooves as it has four ungodly hard
  hammers on the end of demonically strong legs. Wielding a weapon made of
  these hooves can feel like unleashing the trample of a warhorse with every
  swing.
  3 gp 10 lb.
  Any melee
  bludgeoning
  weapon, +1
  (DMG)
  10 Armanite
  Claw
  (x2)
  Like many demons, the claws of an armanite are well suited for rending flesh,
  but little else. When rushing into battle, armanites can often be found raking
  their claws along their chest to whip themselves into a blood-fueled frenzy
  before they crash into their foes.
  6 gp
  5 lb.
  Any melee
  piercing
  weapon, +1
  (DMG)
  10 Armanite
  Tail
  Like a scythe, the tail of an armanite cuts through swathes of its enemies like
  they were chaff. Wicked, fearsome, and above all, sharp, a warrior wielding this
  tail as a weapon is truly one to be feared.
  12
  gp
  12 lb.
  Any melee
  slashing
  weapon, +1
  (DMG)
  15 Armanite
  Hide
  The hide of an armanite is notoriously tough and practically already tanned by
  the fires of the Abyss. Not only does the leather created from this hide provide
  a good deal of protection, it is also unseemingly warm regardless of the
  environment.
  40
  gp
  30 lb.
  Studded
  Leather, +1
  (DMG)
  20 Armanite
  Skull
  As if the archfiends that first designed the armanite thought that they were not
  yet dangerous enough, the armanite boasts an innate command of lightning in
  addition to its arsenal of natural weaponry. Those that have witnessed this
  power can attest to seeing a charge of electricity running down the armanite's
  mighty horns before it forms a crackling lance in their hand. Indeed, the skull of
  the armanite is the key to this devastating ability and once hollowed out, it can
  unlock it for yourself as well.
  130
  gp
  25 lb. Helm of the
  Thunder
  Charge
  19
  
  Bulezau
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Bulezau
  Horn
  (x2)
  Despite their solid appearance, the horns of a bulezau are actually spongiform in
  nature and are used to cultivate colonies of diseases and other pathogens. Once
  cleaned however, these horns may be repurposed as a fermentation aid, and in
  fact there are a few varieties of cheese and alcohol that owe their distinctive
  spicy flavor to this demonic instrument.
  12
  gp
  3 lb.
  15 Bulezau
  Boil
  (x4)
  The disease ridden bulezau is covered in a multitude of pulsating boils filled with
  infected pus. A mere whiff of the miasmas in these boils are enough to ruin the
  health of any but the hardiest of adventurer and thus must be picked extremely
  carefully by harvesters. If you can manage to bring them back to an alchemist
  intact however, they can be brewed into an incredibly deadly tincture.  
  Use: As an action, you may throw this item at a space within 20 feet of you,
  causing the boils inside to burst on impact. When you do so, all creatures within
  30 feet of the item must succeed on a DC 13 Constitution saving throw or take
  1d6 necrotic damage.
  15
  gp
  2 lb.
  20 Bulezau
  Tail
  Anyone that has seen a bulezau in action can attest to the terrifying way that its
  tail flicks and swats at its enemies, spreading a horrifying disease to whomever it
  hits. This is largely attributable to the spines on the tail which are not only sharp,
  but are also hollow and filled with infectious contagions. With a few alchemical
  alterations however, these spines can be repurposed to actually draw diseases
  out of the user (so long as they can put up with the pain, that is).
  180
  gp
  10 lb.
  Tourniquet
  of
  Prophylactic
  Dybbuk
  DC
  Item
  Description
  Value Weight Crafting
  15 Dybbuk
  Spirit
  The chaotic energy that constitutes the ethereal form of a dybbuk is notoriously
  difficult to pin down and must be done very quickly before is dissipates back into the
  Abyss. That same chaotic energy however, makes it very versatile and some tinkers
  have been known to use it as an animating force for their constructions, saying that
  it gives their creations a more lifelike spontaneity. Requires spirit paper.  
  Use: As an action, you may tear this item open over the intact corpse of a beast or
  humanoid within 5 feet of you that is size Large or smaller. If you do so, the spirit
  enters that corpse, animating it using the same rules as the dybbuk's possess corpse
  ability and with access to the dybbuk's violate corpse ability. The possessed corpse
  is loyal to you and follows your verbal commands, but is liable to twisting vague
  orders for malicious ends. This possession ends after 1 hour or when the possessed
  corpse's temporary hit points are lost, whichever comes first. Once the possession
  ends, or if this item was torn open with no viable corpses in range, the dybbuk spirit
  dissipates.
  80
  gp
  1 lb.
  Haunted
  Figure
  Maurezhi
  DC
  Item
  Description
  Value Weight Crafting
  10 Maurezhi
  Blood (3
  vials)
  This black, tar-like substance resembles the coagulated blood found on murdered
  corpses. If you have the stomach for it, it can be rubbed on one's body to mask
  the presence radiated by all living beings that the undead can detect.  
  Use: You may spend 1 minute to cover yourself in this blood. If you do so, undead
  creatures with an Intelligence of less than 10 have disadvantage on Wisdom
  (Perception) checks to find you. This effect lasts for 1 hour or until the blood is
  washed off, whichever comes first.
  5 gp
  2 lb.
  15 Maurezhi
  Claw
  (x2)
  The claws of the ghoul-like creatures are well known for their paralyzing touch,
  and there are many a horror story of adventurers devoured alive by these
  abominations while they could do nothing but lie there helpless (of course one
  has to wonder how this story could be true if they are alive to tell it, but I digress).
  6 gp
  6 lb.
  Paralyzing
  Dust
  20 Maurezhi
  Hide
  Despite its undead nature, a maurezhi does not rot or decompose. While this only
  adds to its unnerving nature, its skin does have certain properties useful for a
  harvester. Some of the original designs for the renowned bag of colding used
  maurezhi hide as its main material.
  10
  gp
  12 lb.
  Bag of
  Colding
  25 Maurezhi
  Fang
  (x2)
  As the "lieutenant" of ghouls, the maurezhi has the dubious gift of being able to
  convert its prey into a new ghoul to serve it. It does so by using its fangs to
  literally sap away a creature's will and individuality. I have seen compatriots and
  hirelings die in more ways than I can count, but I can honestly say that there is
  nothing more chilling than watching a person's very identity fade away as a
  ravenous demon drains the very identity out of them.
  300
  gp
  1 lb.
  Dagger of
  Apathy
  20
  
  Molydeus
  DC
  Item
  Description
  Value Weight
  Crafting
  5
  Abyssal
  Weapon
  Ichor (6
  vials)
  It is the nightmare of every crusading adventurer to slay a powerful foe, only
  to find their hard won loot disappear before their very eyes. Such is the case
  with the molydeus, who in a final act of spite to its enemies, causes its
  weapon to dissolve into a thick ichor upon its death. Although this was
  intended as a safeguard by the demon lords, they did not anticipate the
  resourcefulness of a harvester armed with this book! Simply scoop up some
  of that ichor into an enchanted vial and bring it back to a very skilled
  alchemist to create a weapon oil that will add a demonic lethality to your
  strikes. Requires enchanted vial.
  300 gp
  5 lb.
  Abyssal Oil
  10 Molydeus
  Snake
  Head
  The molydeus snake head has an inherent connection to the demon lord that
  molded the molydeus and acts as both an advisor and supervisor to the
  mighty fiend. Aside from that, they also possess a potent venom that
  corrupts the very lifeforce of a creature and over time, transforms them into a
  demon themselves. It takes a powerful thaumaturge to tame the demonic
  connection inside the head, but if managed, it can allow the wielder to
  channel the strength of the demon lords themselves.
  2,470
  gp
  30 lb.
  Staff of
  Demon
  Tongue
  15 Molydeus
  Wolf
  Head
  The main head of the molydeus resembles that of a savage wolf, with teeth
  sharper than daggers and a constant rabid gleam in their eyes. It is believed
  that these wolf heads are actually themselves harvested in the Abyss by
  trapping dozens of starved wolves in a pit and having them tear each other to
  shreds in a cannibalistic frenzy; the last one alive has the dubious honor of
  becoming a part of the new molydeus.
  2,470
  gp
  45 lb.
  Helm of
  Demon's
  Wrath
  20 Demon
  Lord's
  Authority
  Much like a well-trusted valet, the existence of a molydeus is one of both
  servitude and authority. While they must obey their demon lord's every whim,
  they are also feared as carrying the voice of their master everywhere they go
  and as such, they are one of the few beings in existence that can inspire fear
  in a demon. This fear creates a gestalt field around the molydeus that in turn
  inspires more obsequience from lesser demons in a self-perpetuating cycle. It
  is unorthodox to do this, but using spirit paper, a very skilled harvester can
  trap this energy to be later vested into a most powerful helm. Requires spirit
  paper.
  18,000
  gp
  1 lb.
  Helm of
  Abyssal
  Domination
  21
  
  Nabassu
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Nabassu
  Claw
  (x2)
  Black-tipped and able to rend both flesh and spirit, the nabassu claw is one of
  the most perfect natural weapons formed within the Abyss. It is said that
  weaponry formed from these claws quiver with excitement in the hands of their
  wielder as they prepare to take a mortal life.
  250
  gp
  10 lb.
  Any melee
  slashing
  weapon, +2
  (DMG)
  15 Demon
  Wing
  (x2)
  Like many fiends, the dark wings of the nabassu possess an inherent magic that
  holds its form aloft instead of relying on physical forces. And, like many fiends,
  these wings can be harvested to form the basis of the ever-useful: infernal
  wings.
  300
  gp
  20 lb.
  Infernal
  Wings
  15 Nabassu
  Hide
  The hide of a nabassu is as dark as a moonless night and tougher than castle-
  forged steel. Not only that, but it is capable of emitting a demonic aura around
  itself that literally smothers the light around it, allowing the nabassu to shroud
  itself constantly in a cloak of shadows. This has led to many tales of legendary
  thieves that ascribe their supernatural stealth to suits of pitch black nabassu
  hide.
  600
  gp
  15 lb.
  Suit of
  Shadows
  20 Nabassu
  Jaw
  If there is one thing that a nabassu is famous for, it is their devouring of mortal
  souls. Such a terrible action requires a very specific set of adaptations, and the
  jaw of the nabassu can be found to be lined with tiny Abyssal runes that
  disintegrate any spiritual form that enters them.
  1,700
  gp
  5 lb.
  Soul
  Cleaver
  25 Nabassu
  Eye (x2)
  Beyond its razor sharp claws and fangs, the most dangerous body part of a
  nabassu is in fact its eyes. These glowing orbs are capable of stealing the soul of
  whomever they gaze upon and in fact are said to be the inspiration for the
  infamous soul gems used by demiliches to protect their lairs.
  2,500
  gp
  1 lb.
  Lifestealer's
  Mask
  Rutterkin
  DC
  Item
  Description
  Value Weight Crafting
  10 Rutterkin
  Pustules
  (small
  bag)
  The oozing, festering skin of the beleaguered rutterkin is covered in all times by a
  myriad of pustules. They smell worse than they look, but this in turn provides them
  some measure of utility as an animal repellant. Their unholy odor is anathema to
  most mundane beasts, and desperate farmers have been known to line their fields
  with the ichor inside to protect their crops.
  1 gp
  6 lb.
  15 Rutterkin
  Bile (vial)
  Although they are not the strongest of all demons, a single rutterkin can make even
  the bravest adventurer fear for their safety. This is due to the rutterkin's bile which
  possesses an insidious poison that transforms and mutates the mortally wounded
  into a horrid abyssal wretch. I have been unfortunate enough to witness more than
  one mighty companion laid low by the surprise bite of a rutterkin, forcing me to do
  my duty and end their new pitiful existence. Although this bile loses potency after
  the death of the rutterkin, it still maintains some utility as a poison.  
  Use: As an action, you may coat one piercing or slashing melee weapon or up to 5
  pieces of ammunition with this bile. For the next minute, any creature successfully
  hit must succeed on a DC 13 Constitution saving throw against disease or become
  poisoned. At the end of each long rest, the poisoned target can repeat the saving
  throw, ending the effect on itself on a success.
  2 gp
  1 lb.
  20 Rutterkin
  Tentacle
  In their mad mutations, the rutterkin have developed an auxiliary mouth located,
  bizarrely, on a long tentacle where one of their arms should be. While this tentacle
  may be gruesome, the fact that it is somewhat self-aware makes it a boon for
  tinkers who have managed to convert it into a rather macabre toy.
  12
  gp
  15 lb.
  Staff of
  Mockery
  Abyssal Wretch
  DC
  Item
  Description
  Value Weight Crafting
  10 Wretch
  Pustules
  Much like their rutterkin progenitors, an abyssal wretch is constantly covered in open
  sores, wounds, and pustules. However, unlike the rutterkin, these pustules do not
  emit a completely horrid stench when popped; they merely emit a somewhat horrid
  stench at all times. As such, some demonic cults have taken to using them as a
  twisted incense when performing their rituals. That said, this practice has largely
  fallen out of favor, since the lingering stench makes the cults extremely easy to find
  and identify.
  5 sp
  6 lb.
  22
  
  Sibriex
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Sibriex
  Cysts
  (large
  bag)
  The undulating form of the sibriex is covered in oozing cysts that seep with
  all manner of demonic bodily fluid. Harvesting these is disgusting, to say the
  least, but they serve an important aspect in arcane academia. Due to the
  sibriex's natural affinity for transmutation, every aspect of its form provides a
  fascinating research material for those studying the arts of transfiguration
  and thus can fetch a fair bit of coin on the open market. Some wizards even
  go so far as to transform parts of a sibriex into their trademark transmuter
  stone, claiming that it allows them to shape the bodies of those around
  them more easily.
  650 gp 20 lb.
  15 Sibriex
  Bile (6
  vials)
  Befitting of the way that a sibriex views flesh as nothing more than malleable
  material to be played with, the bile that constantly spills from its mouth is
  highly acidic and capable of dissolving large chunks of organic material in
  mere seconds. It is easy enough to keep this acid in a vial to be thrown as a
  crude yet effective bomb, but taking it to an alchemist can allow you to brew
  a more stable version to coat your weapon to deadly ends.  
  Use: As an action, you may make a ranged attack by throwing this vial at a
  target within 20 feet of you, treating the vial as an improvised object. On a
  successful hit, the vial shatters on impact and deals 4d6 acid damage to
  your target. On a miss, the vial shatters on the ground and is wasted.
  250 gp
  2 lb.
  Coating of
  Corrosion
  20 Sibriex
  Miasma
  (4
  vials)
  The sibriex is constantly surrounded by a pool of thick miasma that instantly
  sickens any living thing it reaches. More than simple pollution, this
  contamination rots and destroys a creature's very lifeforce and is inherently
  magical in nature. It is a dangerous substance to work with, but a skilled
  alchemist can take this miasma and use it to create a potion that transfigures
  the drinker's blood into a poison to kill their enemies (while leaving the
  drinker unharmed, of course).
  750 gp
  1 lb.
  Concoction of
  Contamination
  25 Sibriex
  Frontal
  Cortex
  In the depraved creativity of the sibriex, there lurks only monsters, demons,
  and nightmares. Indeed, if one dissects the deformed cranium of a sibriex,
  they will find a severely misshaped frontal lobe that is literally the twisted
  mind that creates such abominations. This lobe is brimming with
  transmutation magic and can become a very powerful amulet once it has
  gone through the hands of a knowledgeable artificer.
  10,000
  gp
  6 lb.
  Amulet of the
  Flesh-shaper
  Wastrilith
  DC
  Item
  Description
  Value Weight Crafting
  10 Wastrilith
  Teeth
  (large
  bag)
  Like a piranha, the mouth of a wastrilith is lined with row after row of thin, pointy
  teeth. Unlike piranha teeth however, wastrilith fangs contain a hair-like structure
  reminiscent of a whale's baleen. It is believed that this helps the wastrilith to
  filter through substances as it swims in its own polluted domains and then use
  what it collects to supply its own reserve of contaminants. As such, these teeth
  can actually be used as a filtration system, and have been known to be able to
  sieve through even magically tainted water sources.
  100
  gp
  10 lb.
  15 Wastrilith
  Claw (x2)
  Shaped like giant fishing hooks, the wastrilith's claws are capable of dragging
  adventurers down into the furthest depths of its watery domain. Formed from a
  lightweight but surprisingly strong cartilage, these claws make a very powerful
  yet easily handled weapon.
  140
  gp
  15 lb.
  Any
  melee
  slashing
  weapon,
  +2 (DMG)
  20 Wastrilith
  Scales
  (large
  bag)
  The scales of a wastrilith constantly ooze with a viscous mucus that is largely
  responsible for their infamous water corrupting ability. They are also incredibly
  hard and are comparable to the shells of dragon turtles in their durability. A suit
  of armor crafted from these scales allows an adventurer to sport the demonic
  protection of the wastrilith, but I would recommend wearing a thick doublet
  under it, unless you enjoy the feeling of slimy scales on your skin at all times.
  555
  gp
  30 lb. Contagion
  Plate
  25 Wastrilith
  Bladder
  Located inside the throat of the wastrilith is a watermelon-sized bladder that it
  uses to launch concentrated bursts of water at its foes. This organ is more than a
  mundane sack however, as it is also magical in nature; it is what grants the
  wastrilith its infernal control over the water around it. The bladder is delicate and
  easily damaged on removal, but a well-preserved sample can be used as a
  powerful magical item.
  2,000
  gp
  15 lb.
  Basin of
  Water
  Control
  23
  
  Demon Lords
  On my travels, I have visited many lands, seen many wonders, and slayed many creatures. However, even I have not
  accomplished EVERYTHING that the Multiverse has to offer, and unfortunately, one of those is to slay a Demon Lord. These
  masters of the Abyss are simply beyond my ability as an adventurer to fight or even find, and as I grow older, I must sadly
  admit that I may never find the chance to do so.
  However, all hope is not lost. As a fountain of knowledge and experience, I carry with me lost legends and ancient prophecies
  describing the downfall of the Demon Lords, and most importantly, what is to become of their valuable carcasses. The
  following information is purely hypothetical and backed only by superstition and conjecture. Should your reality not align with
  my ideas below, please feel free to send me a letter with the correct information. Who knows, I may even give you a mention in
  the next edition of my book!” – Hamund  
   
  Due to the unique and legendary nature of Demon Lords, there is no associated DC when it comes to harvesting their
  materials. It is entirely up to the whims of the DM and their story as to whether or not you are able to collect such powerful
  organs, and indeed, such things can serve as the basis of an entire campaign. 
   
  In addition, the regular curses that are normally associated with attuning to an item made from a demon are not present in
  these items. Each item associated with a Demon Lord comes with its unique curse.
  Baphomet
  As part of harvesting Baphomet, you may also loot his weapon, Heartcleaver.
  DC
  Item
  Description
  Value Weight Crafting
  - Baphomet's
  Head
  One tale that I have heard whispered from the mouth of a dying cultist, was that
  Baphomet was not always a demon. In fact, Baphomet was once a fabled ranger
  known as "the King of Hunters." The King of Hunters was so skilled that he
  boasted even the gods themselves could not create a prey he could not kill.
  Angered by his arrogance, they set him a challenge: they would release the
  largest, wildest stag into a maddening maze, and he would not be permitted to
  leave until he had tracked and killed this divine quarry. He agreed to their terms
  and ventured into the maze, the gods waiting smugly by the entrance to listen for
  the signs of his failure. For five days, there was no sign of his return and the gods
  grew confident in their victory over this mere mortal. On the sixth day however,
  the King of Hunters limped into view, the bleeding head of the massive stag over
  his shoulders. Throwing it at the feet of the gods, the King of Hunters mocked
  them for their pathetic challenge and the supposedly weak creature they had
  created. Furious at both his victory and his scorn, the gods struck him down with
  a curse; removing his head and replacing it with that of the stag he had just slain.
  The anger he felt at their treachery transformed him into a demon and he was
  thrown into the Abyss where the gods would no longer have to face him again.
  From his new domain, the King of Hunters, renamed himself Baphomet, the
  Horned King, and subdue scores of demons under his control until he became a
  feared Demon Lord. Today, he waits for the chance to use his horns to gore the
  very gods that created them; as they are his ultimate quarry and he is their hunter.
  -
  45 lb.
  Helm
  of the
  Horned
  King
  24
  
  Demogorgon
  DC
  Item
  Description
  Value Weight Crafting
  - Demogorgon's
  Spine
  The mysterious Y-shaped symbol of Demogorgon that drives all who gaze
  upon it mad is said to be representative of their spine that branches into two
  in order to support their dual heads. It is at this nexus that the madness and
  paranoia of both heads collide, creating a potent magical source capable of
  breaking the minds of lesser creatures it is used upon.
  -
  50 lb. Staff of
  the
  Demon
  Prince
  Fraz-Urb'luu
  DC
  Item
  Description
  Value Weight
  Crafting
  -
  Fraz-
  Urb'luu's
  Head
  In its normal state, the head of Fraz-Urb'luu resembles that of a gargoyle with a
  smirking, human-like visage. It is completely unknown if this is what the demon
  lord originally looked like or if this is merely another result of their many arcane
  mutations and foul alterations. There are legends however that this face is actually
  the only remnant of the creature that Fraz-Urb'luu used to be. The tale recounts
  how a mortal trickster descended into Hollow Heart and entered into a game of
  wits with that domain's previous master. So clever and cunning was this trickster,
  that they managed to deceive this master into cutting off their own head. Then,
  with little remorse or hesitation, the trickster cut off their own and let their dark
  influence reattach it to the gargoyle-like body of their vanquished foe. The
  creature that rose was the newly born Fraz-Urb'luu, the Prince of Deception and
  master of Hollow Heart.
  -
  28 lb.
  Mask of
  Multitudes
  Heartcleaver
  Weapon (greataxe), artifact (requires attunement)  
  The exact details differ when describe how Baphomet
  came to own the mighty greataxe, Heartcleaver. Some say
  he claimed it after slaying the previous Demon Lord that
  held his seat; others say he stole it from Muradin’s forge
  and as punishment was cursed with his current form; while
  still others say that he made it himself, quenched in the
  rivers of boiling blood that run through the Abyss.
  Regardless of its actual origin, it is agreed by the few lucky
  enough to survive an encounter with it, that Heartcleaver is
  one of the most dangerous weapons to have ever been
  created.
  To attune to Heartcleaver, you must kill a humanoid
  without using any tools or weapons, and then drive
  Heartcleaver through that humanoid’s recently deceased
  heart. Once attuned to Heartcleaver, your appearance
  becomes more beast-like as you grow shaggy hair over
  most of your body, your teeth become sharper and more
  prominent, and your nails transform into claws. You may
  use these teeth and claws as natural weapons for making
  unarmed strikes. If you hit with them, you deal piercing
  damage equal to 1d10 + your Strength modifier instead of
  the bludgeoning damage normal for an unarmed strike.
  These physical changes remain even if you lose attunement
  to Heartcleaver, but your teeth and claws can no longer be
  used to make unarmed strikes. If you are no longer attuned
  to Heartcleaver, a greater restoration spell, remove curse
  spell, or similar magic cast on you will revert you to your
  original appearance.
  Magic Weapon. You gain a +3 bonus to attack and
  damage rolls made with this magic weapon. In addition,
  this weapon is considered to have the reach property.
  Random Properties. Heartcleaver has the following
  randomly determined properties:
  2 major beneficial properties
  1 major detrimental property
  2 minor detrimental properties
  Charge. If you move at least 10 feet straight toward a
  target before immediately hitting with a melee weapon
  attack, the target takes an extra 3d10 damage. If the target
  is a creature, it must succeed on a Strength saving throw
  with a DC equal to 8 + your proficiency bonus + your
  Strength modifier or be pushed up to 10 feet away and
  knocked prone.
  Labyrinthine Recall. While attuned to Heartcleaver, you
  can perfectly recall any path you have travelled, and you are
  immune to the maze spell.
  Predator’s Rampage. If you kill a creature with a melee
  weapon attack, you may use your bonus action to move up
  to your speed in the direction of a hostile creature. You do
  not provoke opportunity attacks during this movement. At
  the end of your movement, if a hostile creature is within
  your reach, you may make a melee weapon attack against
  that creature as a part of your bonus action.
  Spellcasting. Using Heartcleaver, you may cast the
  dispel magic, dominate beast, hunter’s mark, and maze
  spells once a day. All casting of these spells are done at
  their lowest level. If you are attuned to the either the artifact
  Helm of the Horned King or the artifact Talisman of the
  Prince of Beasts, you may cast these spells one level higher
  than their lowest. If you are attuned to both of these items
  as well as the Heartcleaver, you may cast all of these spells
  two levels higher than their lowest level. All uses of spells
  are recovered upon the next dawn.
  Curse. As the weapon of a Demon Lord, Heartcleaver
  bares a lingering curse for any mortal that attunes to it.
  Whenever you finish a long rest while cursed in this way,
  you must succeed on a DC 18 Wisdom saving throw or be
  overcome by a primal urge to hunt. While overcome in this
  way, you become obsessed with seeking out a living
  creature to hunt and kill, regardless of whether that
  creature is a friend or foe. This urge does not end until you
  have killed a creature and eaten its heart. If you are
  targeted by an effect that removes a curse such as a greater
  restoration or remove curse spell, the user of that effect
  may choose to either end your attunement to Heartcleaver
  and end the urge immediately, or they may choose to
  continue your attunement and simply end your current
  urge. If they choose the latter, you are still considered
  cursed and must make the saving throw after your next
  long rest as usual.
  Destroying Heartcleaver. The only way to destroy
  Heartcleaver is to build a labyrinth around it that measures
  no less than 10 miles in diameter. If Heartcleaver is left
  completely untouched and unattuned for 100 years at the
  centre of this labyrinth, it corrodes into a useless hunk of
  rust and loses all power. Be warned though, that such
  labyrinths will naturally attract the attention of monsters
  such as minotaurs, as well as mortals seeking the hidden
  treasure inside. If Heartcleaver is disturbed during the 100
  years, it must be moved, a new labyrinth built around it, and
  the process must begin again.
  25
  
  Graz'zt
  As part of harvesting Graz'zt, you may also loot his weapon, Angdrelve.
  DC
  Item
  Description
  Value Weight Crafting
  - Graz'zt's
  Heart
  Unlike his beautiful countenance, the heart of Graz'zt is a hideous, shrunken, and
  shrivelled thing to behold. Graz'zt has neglected all genuine emotions of happiness
  and love in exachange for indulding in mindless sensual pleasures. This has led to
  the atrophied condition of his heart, within which is contained the many corruptions
  and hedonistic acts he has ever committed. The sheer concentration of these
  depravities make the organ a powerful conduit for particularly foul magic.
  -
  8 lb.
  Amulet
  of the
  Dark
  Prince
  Juiblex
  DC Item Description
  Value Weight Crafting
  - Juiblex
  Mote
  Juiblex's origin is a hot topic for debate among demonologists. Some contend that it
  rose from the remains of a melted ancient evil, others say that it was a mass
  convergence of lesser oozes that created a terrifying hivemind, while some simply
  believe that it sprung forth as a globule of the Elemental Chaos itself. Regardless of
  which theory is correct, it is commonly agreed that despite Juiblex's constantly
  dripping and regenerating form, there is one mote inside of it that holds the totality of
  its essence. It is within this mote that the Demon Lord's power comes fully realised
  and can be extracted for extremely powerful and foul magics.
  -
  6 lb.
  Orb of
  the
  Oozing
  Hunger
  Orcus
  DC Item Description
  Value Weight Crafting
  - Wings
  of
  Orcus
  As befitting of his monstrous love for reusing the bodies of the dead to bolster his
  own strength, the body of Orcus is actually made from the corpses of the strongest
  enemies he slew on the path to power. In particular are his massive bat-like wings that
  most believe he took from a defeated balor, ripping them off the living demon's body
  before it could immolate itself in death. As one of his first grabs for true dominance in
  the Abyss, these wings have been with Orcus for countless ages and have grown in
  strength with him, infused with all his corrupted majesty and influence.
  -
  50 lb.
  Cloak
  of the
  Blood
  Lord
  Angdrelve (Wave of Sorrow)
  Weapon (greatsword), artifact (requires attunement) 
  The greatsword Angdrelve is also known as the Wave of
  Sorrow and is one of the deadliest weapons in the
  multiverse. Like its dark master, Angdrelve is beautiful but
  cruel, its many dark curves drawing the eye away in a
  maddening dance as it twirls and spins through the
  battlefield. In fact, a popular legend states that the sword
  was once a regular sword with a straight edge, but as
  Graz’zt fought and slaughtered his way through the Abyss
  to claim his title as Demon Lord, the sword became as
  twisted and crooked as his soul.
  When you attune to this weapon, your appearance
  changes to become supernaturally beautiful, if slightly off-
  putting to mortals that gaze upon you. You have advantage
  on Charisma checks made to interact with creatures that
  are not immune to the charmed condition. You lose this
  benefit if you ever end your attunement to this weapon, but
  your appearance remains the same. If you are no longer
  attuned to Angdrelve, a greater restoration spell, remove
  curse spell, or similar magic cast on you will revert you to
  your original appearance.  
  Magic Weapon. You gain a +3 bonus to attack and
  damage rolls made with this magic weapon. In addition,
  whenever you successfully hit with this weapon, you may
  choose to deal an additional 3d6 acid damage to your
  target.
  Random Properties. Angdrelve has the following
  randomly determined properties:
  2 major beneficial properties
  2 minor detrimental properties
  1 minor detrimental properties
  Teleport. While holding this weapon, you may use your
  action to magically teleport along with anything you are
  wearing or carrying to an unoccupied space you can see
  within 120 feet of you.
  Spellcasting. While holding this weapon, you may use
  your action to use it to cast either the crown of madness
  spell, command spell, or the dissonant whispers spell as a
  3rd level spell. The spell save DC for these spells cast in
  this way is considered 8 + your Charisma modifier + your
  proficiency modifier.
  Curse. As the weapon of a Demon Lord, Angdrelve bares
  a lingering curse for any mortal that attunes to it. While
  afflicted by this curse, whenever you hit a creature with this
  weapon, you must make a DC 18 Wisdom saving throw. On
  a failure, you become obsessed with inflicting pain on that
  creature and must spend your action on any subsequent
  turn to inflict damage on them in some way, including using
  any movement available for you to reach them. If you are
  unable to inflict damage on them due to being unable to
  target them with the actions available to you, this effect
  ends. You may make the saving throw again at the end of
  each of your subsequent turns, also ending the effect on a
  success. This effect also ends if the target of your
  obsession dies. If you are targeted by an effect that
  removes a curse such as a greater restoration or remove
  curse spell, the user of that effect may choose to either end
  your attunement to Angdrelve and end the obsession
  immediately, or they may choose to continue your
  attunement and simply end your current obsession. If they
  choose the latter, you are still considered cursed.
  Destroying Angdrelve. The only way to destroy
  Angdrelve is for it to be placed within a pitch-black box and
  be untouched and unseen by any creature for 200 years,
  after which it dissolves into a foul ichor.
  26
  
  Yeenoghu
  As part of harvesting Yeenoghu, you may also loot his weapon, The Butcher.
  DC
  Item
  Description
  Value Weight Crafting
  - Yeenoghu's
  Hide
  The shaggy, matted fur of Yeenoghu is thicker and more twisted than coils of
  barbed steel. Soaked in the blood and gristle of the countless scores of
  defenseless prey, this hide is literally dripping with dark power. Some say that the
  Gnoll Lord even goes so far as to sew partches of skin into his own fur, creating a
  nightmarish patchwork of all his past atrocities.
  -
  50 lb.
  Armor
  of the
  Gnoll
  Lord
  Zuggtmoy
  DC
  Item
  Description
  Value Weight Crafting
  - Zuggtmoy's
  Stem
  Despite her nominally humanoid appearance, Zuggtmoy has one of the strengest
  physiologies of all demons I have ever encountered. Most of her mass seems to
  simply be co-operative colonies of fungal mass operating under a gestalt field of
  her soul. The only stable aspect of her is her stem, a cartilage-like rod that acts
  similar to a spine in a normal creature. This stem holds her true power and is said
  to be a shard of some alien artifact that fell to the Material Plane and grew into
  the Demon Lord we know today.
  -
  10 lb. Scepter
  of Rot
  and
  Decay
  Butcher
  Weapon (flail), artifact (requires attunement) 
  It is commonly believed that the three-headed flail known
  as the Butcher was originally crafted by Yeenoghu himself
  from the thigh bone and skin of a god he slew himself.
  Whether that is true or simply one of his own self-
  aggrandizements is up for debate, but what cannot be
  contested is the strength of the flail itself. With each head
  capable of delivering both physical and magical devastation
  that lingers in both the flesh and the mind, it is Yeenoghu’s
  weapon of choice whenever he decides to destroy
  something with a little more finesse than his teeth and
  claws will allow.
  When you attune to this weapon, your appearance
  becomes more bestial, growing fur along your limbs and
  developing a hunch in your posture. You gain a +3 bonus to
  attack and damage rolls made with this magical weapon. In
  addition, whenever you successfully hit a creature with this
  weapon, you may make a Shove or Push attack against
  them as a free action. You may only do this once per turn.
  Random Properties. Angdrelve has the following
  randomly determined properties:
  1 major beneficial properties
  1 minor beneficial property
  1 minor detrimental properties
  1 minor detrimental properties
  Triple Threat. When you successfully hit a creature with
  this weapon, you may choose one of the following
  additional effects:
  The attack deals an extra 2d12 bludgeoning damage.
  The target must succeed on a DC 17 Constitution
  saving throw or be paralyzed until the start of your next
  turn.
  The target must succeed on a DC 17 Wisdom saving
  throw or be affected by the confusion spell until the
  start of your next turn. You may only use this feature
  once per turn.
  Savage Stampede. While holding this weapon, you may
  use your bonus action to take the Dash action. If you do so,
  up to 4 creatures of your choice that you can see within 60
  feet of you may use their reactions to also move up to their
  speed in the same direction that you are moving.
  Master of the Hunt. If you are also wearing and attuned
  to the Armor of the Gnoll Lord, you may use your action to
  throw this weapon down in an unoccupied space within 5
  feet of you and make it fight on your behalf. This weapon
  acts directly after you on the initiative order and fights
  using your Strength modifier and proficiencies to calculate
  attack and damage bonuses. On its turn, it may fly up to 30
  feet to an unoccupied space you can see and make up to
  three attacks against adjacent targets. If this weapon is
  targeted by any effect, you are considered to be holding it. It
  drops to the ground if you die or if you end this effect on
  your turn (no action required).
  Curse. As the weapon of a Demon Lord, The Butcher
  bares a lingering curse for any mortal that attunes to it.
  Whenever you kill a creature made of flesh while cursed by
  this item, you must make a DC 18 Wisdom saving throw.
  On a failure, you become obsessed with consuming some
  of that creature’s body. While obsessed in this way, you
  must use your action to consume a mouthful of that
  creature’s body, after which, this obsession ends. If you are
  unable to use your action to do this for whatever reason,
  your obsession overcomes your senses, and your action is
  wasted. If you are targeted by an effect that removes a
  curse such as a greater restoration or remove curse spell,
  the user of that effect may choose to either end your
  attunement to The Butcher and end the urge immediately,
  or they may choose to continue your attunement and
  simply end your current urge. If they choose the latter, you
  are still considered cursed and must make the saving
  throw after your next long rest as usual.
  Destroying the Butcher. The only way to destroy the
  Butcher is to feed it to a zaratan and allow it to be digested
  for 100 years inside its cavernous belly. After this, the
  weapon crumbles into dust and becomes useless.
  27
  
  Derro
  “There are many academics that claim that the derro are related to the dwarves. I actually have a list of each academic that
  has said this, because I have personally tracked each one of them down and challenged them to fisticuffs for making such
  derogatory claims. Needless to say, I am not welcome on the campuses of several universities anymore.” - Hamund
  Derro Trinket Table
  Item
  Value
  Weight
  1 1 stolen ale flask
  2 sp
  1 lb.
  2 1d4 dried fungus rations
  3 sp
  1 lb.
  3 1 stone idol of Diirinka
  5 gp
  3 lb.
  4 25 feet of frayed rope
  3 sp
  5 lb.
  5 1 sheet of indecipherable gibberish
  3 cp
  -
  6 1d4 semi-precious gems
  10 gp
  3 lb.
  7 1 bag of dirt
  1 cp
  5 lb.
  8 1d6 stolen trinkets
  5 gp
  2 lb.
  Derro
  DC Item Description
  Value Weight Crafting
  10 Derro
  Brain
  They say in the Underdark, "talk to four derros and you will find five psychoses." Indeed,
  the derro are among the more peculiar of the races to be found in the subterranean
  realm, and absolutely none of them have displayed behavior that could be considered
  "sane" by our standards. That is not to say that they are invalids, however. In fact, their
  so-called "madness" has served them well in keeping them alive in their hostile
  environment, really raising the question of what true madness even means. Either way,
  their eccentricities leads to their brains all being shaped differently, much like the
  unique patterns of a snowflake. For the more morbid academics, derro brains provide
  invaluable research into the nature of psychology, and thus can be sold for a tidy sum.
  5 sp
  2 lb.
  Derro Savant
  DC
  Item
  Description
  Value Weight Crafting
  10 Derro
  Brain
  They say in the Underdark, "talk to four derros and you will find five psychoses."
  Indeed, the derro are among the more peculiar of the races to be found in the
  subterranean realm, and absolutely none of them have displayed behavior that could
  be considered "sane" by our standards. That is not to say that they are invalids,
  however. In fact, their so-called "madness" has served them well in keeping them
  alive in their hostile environment, really raising the question of what true madness
  even means. Either way, their eccentricities leads to their brains all being shaped
  differently, much like the unique patterns of a snowflake. For the more morbid
  academics, derro brains provide invaluable research into the nature of psychology,
  and thus can be sold for a tidy sum.
  5 sp
  2 lb.
  15 Mark of
  Diirinka
  The derro god, Diirinka, is an odd entity, even among the greater pantheon of deities
  in the multiverse. First and foremost, it remains unclear if he even exists, or is
  simply another figment of the shared psychosis of the derro people. Regardless, his
  mark regularly appears in the form of a gray, black, and white spiral somewhere on
  the gifted derro that have been touched by Diirinka's magic. It is a simple enough
  task to take this mark and repurpose it for boons that channel his power...if he even
  exists at all.
  40
  gp
  1 lb.
  Diirinka's
  Boon
  28
  
  Devils
  “Someday I will discover a method to preserve the body of a devil that has been slain on the Material Plane, rather than letting
  it dissolve into ichor or smoke. Alas, that day has not yet come. On the bright side, I have plenty of specimens to experiment
  on, since for some reason devils keep trying to claim my soul for the Nine Hells.” - Hamund  
   
  Due to their fiendish nature, devils slain on the Material Plane cannot be harvested, as their carcass dissolves into a foul ichor
  or disappears into smoke instead. These serve no purpose and are effectively useless. In order to properly harvest a devil, they
  must be killed in the Nine Hells.
  Furthermore, using parts harvested from a devil comes with certain risks, as their corrupting influence remains even after
  their death. When a player consumes or attunes to an item made from a devil part, roll a d20. On a 10 or less, that player
  contracts a curse from using that item. The curse persists even after the normal effects of that item have finished and is only
  removed when the player is targeted by the remove curse spell or similar magic. If a character is cured of a curse caused by an
  attunement item, they are not allowed to attempt to attune to that item again. The DM may pick the curse themselves, or roll
  for it on the table below:
  If the curse came from a non-consumable item, there is an additional aspect of the curse that reads: “you have a constant
  need to be within reach of the cursed item and are unwilling to part from it. You feel a need to have it equipped whenever
  feasibly possible.”
  Fiendish Curse
  d6 Curse
  1 You feel a rage constantly bubbling under your emotions, threatening to burst at any moment. Whenever a hostile
  creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must
  use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack
  action, you use those extra attacks, moving to attack the next nearest creature after your fell your current target. If
  you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no
  creatures within 60 feet of you that you can see or hear.
  2 An unholy aura surrounds your spirit at all times. While this aura is invisible to any being that cannot see magic
  directly, creatures nevertheless feel its effects subconsciously and shun those who bear it. While cursed like this, you
  have disadvantage on any Animal Handling check and any Persuasion check made to try to persuade a non-evil
  creature.
  3 The devilish tinge in your body makes you no different to a normal devil in the eyes of those who hunt them. You are
  considered to have an evil alignment regardless of your actual alignment, and your type is considered to be fiend,
  along with your regular type. You have disadvantage on any Charisma (Persuasion) check made to convince a good-
  aligned creature, and you also gain a vulnerability to radiant damage.
  4 Constant whispers fill your mind, confusing your thoughts and weakening your resolve. You have disadvantage on all
  Wisdom saving throws.
  5 Your fiendish corruption weakens your resolve when fighting against other devils. You have disadvantage on attack
  rolls against devils and on saving throws against their spells and special attacks.
  6 An unnatural hunger pervades your thoughts and enfeebles your movements. Any time you go more than 3
  consecutive hours without eating at least 1 pound of food, make a DC 10 Constitution saving throw. On a failed
  save, you gain 1 level of exhaustion. The DC increases by 5 for every additional 3 hours you spend without
  consuming a pound of food. Both the DC and your exhaustion level is reset upon consuming at least 1 pound of
  food.
  Black Abishai
  DC
  Item
  Description
  Value Weight Crafting
  10 Mark
  of
  Tiamat
  An abishai is created when Tiamat interferes with the cycle of life and death,
  snagging a mortal soul before it can move on and transforming it into a monstrous
  draconic creature to serve her whims in the Hells. This act permanently scars a soul,
  staining it with the Dragon Queen's mark for all eternity. Upon the abishai's death,
  this mark can be captured by an enterprising harvester and used to channel the
  power of Tiamat against her will. Requires spirit paper.
  20
  gp
  1 lb.
  Tiamat's
  Boon
  15 Devil
  Wing
  (x2)
  Like real dragons, the abishai are gifted with the power of flight by their queen. The
  powerful wings that they bear are capable of tremendously high speeds, and like
  many devils, can be harvested and recrafted into the ever useful infernal wings.
  25
  gp
  20 lb.
  Infernal
  Wings
  20 Black
  Abishai
  Horn
  The needs of Tiamat are many, and she creates her servants to serve specific
  functions. This usually comes in the form of the abishai's horns which, much like a
  real dragon, contain much of the essence of their power. The black abishai is a
  master of infiltration and subterfuge, fueled by the dark magic in their horns.
  Alchemists have found ways to ground their horns down into a disorienting powder
  that is prized by thieves and assassins alike.
  130
  gp
  10 lb.
  Dust of
  Darkness
  29
  
  Blue Abishai
  DC
  Item
  Description
  Value Weight Crafting
  10 Mark
  of
  Tiamat
  An abishai is created when Tiamat interferes with the cycle of life and death,
  snagging a mortal soul before it can move on and transforming it into a monstrous
  draconic creature to serve her whims in the Hells. This act permanently scars a
  soul, staining it with the Dragon Queen's mark for all eternity. Upon the abishai's
  death, this mark can be captured by an enterprising harvester and used to channel
  the power of Tiamat against her will. Requires spirit paper.
  20 gp
  1 lb.
  Tiamat's
  Boon
  15 Devil
  Wing
  (x2)
  Like real dragons, the abishai are gifted with the power of flight by their queen. The
  powerful wings that they bear are capable of tremendously high speeds, and like
  many devils, can be harvested and recrafted into the ever useful infernal wings.
  25 gp 20 lb.
  Infernal
  Wings
  20
  Blue
  Abishai
  Horn
  The needs of Tiamat are many, and she creates her servants to serve specific
  functions. This usually comes in the form of the abishai's horns which, much like a
  real dragon, contain much of the essence of their power. The blue abishai are the
  spellcasters of Tiamat's armies, weaving her draconic magic to destroy her
  enemies. Once crafted into a wand, an erstwhile spellcaster may use it to unleash
  the destructive power of Tiamat herself.
  9,200
  gp
  10 lb.
  Wand of
  Chromatic
  Wrath
  Green Abishai
  DC
  Item
  Description
  Value Weight Crafting
  10 Mark
  of
  Tiamat
  An abishai is created when Tiamat interferes with the cycle of life and death,
  snagging a mortal soul before it can move on and transforming it into a monstrous
  draconic creature to serve her whims in the Hells. This act permanently scars a soul,
  staining it with the Dragon Queen's mark for all eternity. Upon the abishai's death,
  this mark can be captured by an enterprising harvester and used to channel the
  power of Tiamat against her will. Requires spirit paper.
  20 gp
  1 lb.
  Tiamat's
  Boon
  15 Devil
  Wing
  (x2)
  Like real dragons, the abishai are gifted with the power of flight by their queen. The
  powerful wings that they bear are capable of tremendously high speeds, and like
  many devils, can be harvested and recrafted into the ever useful infernal wings.
  25 gp 20 lb.
  Infernal
  Wings
  20 Green
  Abishai
  Horn
  The needs of Tiamat are many, and she creates her servants to serve specific
  functions. This usually comes in the form of the abishai's horns which, much like a
  real dragon, contain much of the essence of their power. The green abishai serve as
  the emissaries of the Dragon Queen, their horns granting them mind altering
  abilities to influence weak-willed mortals. Their horns carry on their manipulative
  natures and can be transformed into a magical implement that allows the user to
  continue the crafty tricks of the ever scheming Tiamat.
  6,100
  gp
  10 lb. Stylus of
  Draconic
  Influence
  30
  
  Red Abishai
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Mark
  of
  Tiamat
  An abishai is created when Tiamat interferes with the cycle of life and death,
  snagging a mortal soul before it can move on and transforming it into a
  monstrous draconic creature to serve her whims in the Hells. This act
  permanently scars a soul, staining it with the Dragon Queen's mark for all
  eternity. Upon the abishai's death, this mark can be captured by an enterprising
  harvester and used to channel the power of Tiamat against her will. Requires spirit
  paper.
  20 gp
  1 lb.
  Tiamat's
  Boon
  15 Devil
  Wing
  (x2)
  Like real dragons, the abishai are gifted with the power of flight by their queen.
  The powerful wings that they bear are capable of tremendously high speeds, and
  like many devils, can be harvested and recrafted into the ever useful infernal
  wings.
  25 gp 20 lb.
  Infernal
  Wings
  20
  Red
  Abishai
  Horn
  The needs of Tiamat are many, and she creates her servants to serve specific
  functions. This usually comes in the form of the abishai's horns which, much like
  a real dragon, contain much of the essence of their power. Red abishai are the
  supreme leaders of Tiamat's armies and they hold sway over all the lesser
  draconic forces throughout the planes. Their horns are a symbol of tyranny, and
  when they have been properly affixed into a crown, the wearer may command all
  the respect and authority of the Dragon Queen herself.
  9,200
  gp
  10 lb. Dragonreign
  Crown
  White Abishai
  DC
  Item
  Description
  Value Weight Crafting
  10 Mark
  of
  Tiamat
  An abishai is created when Tiamat interferes with the cycle of life and death, snagging
  a mortal soul before it can move on and transforming it into a monstrous draconic
  creature to serve her whims in the Hells. This act permanently scars a soul, staining it
  with the Dragon Queen's mark for all eternity. Upon the abishai's death, this mark can
  be captured by an enterprising harvester and used to channel the power of Tiamat
  against her will. Requires spirit paper.
  20
  gp
  1 lb.
  Tiamat's
  Boon
  15 Devil
  Wing
  (x2)
  Like real dragons, the abishai are gifted with the power of flight by their queen. The
  powerful wings that they bear are capable of tremendously high speeds, and like
  many devils, can be harvested and recrafted into the ever useful infernal wings.
  25
  gp
  20 lb. Infernal
  Wings
  20 White
  Abishai
  Horn
  The needs of Tiamat are many, and she creates her servants to serve specific
  functions. This usually comes in the form of the abishai's horns which, much like a
  real dragon, contain much of the essence of their power. Weaker but more abundant
  than their brethren, the white abishai form the bulk of Tiamat's armies. They are
  known for their vicious tactics on the battlefield, and their horns make particularly
  deadly weapons.
  85
  gp
  10 lb.
  Any
  melee
  piercing
  or
  slashing
  weapon,
  +1
  (DMG)
  Amnizu
  DC
  Item
  Description
  Value Weight Crafting
  15 Amnizu
  Tooth
  (x10)
  All common folk have heard of the expression: "a devil's smile," or a false grimace
  that lures the easily susceptible to their doom. The originator of these smiles are
  the amnizu, possessors of a sharp, wide maw that somehow charms any mortal
  that gazes upon it, swaying their minds and hearts against their allies. Even after
  the death and removal from the amnizu, their many fangs possess a lingering of
  magic that alchemists have taken to grinding into creams and cosmetics that
  grant the wearer a certain mesmerizing aura.  
  Use: When you cast a spell that would force a creature to succeed on a saving
  throw or become charmed, you may crush one of the teeth in this pouch to force
  that creature to make that saving throw at disadvantage.
  80 gp
  1 lb.
  20
  Devil
  Wings
  (x2)
  Like many fiends, the amnizu possesses a pair of wings that grant them flight.
  And, like many other fiends, these stumpy wings do not rely on physics to carry
  them aloft, but instead rely on magic. When amputated correctly, they can be
  transformed into the very useful infernal wings.
  1,000
  gp
  15 lb.
  25 Amnizu
  Hand
  When a bone devil is promoted to an amnizu, they are forced into a ritual that
  involves the painful amputation of their long spindly limbs. In their place, they
  must grow a new stubby appendage with which they must tear off the rest of their
  body so that their new amnizu form may grow. The lingering pain of this horrifying
  process imbues an amnizu's hand with terrible destructive and transformative
  power which they enjoy displaying on those that defy them.
  6,000
  gp
  2 lb.
  Wand of
  Disruption
  30 Amnizu
  Eye
  (x2)
  Like two cold, distant stars in the pitch black night, the eyes of the amnizu are two
  pinpricks of light set in dark orbs. These hypnotizing pools of darkness are what
  allows the amnizu to delve into the hearts and minds of their recruits and
  transform them into perfect soldiers for the Nine Hells.
  5,000
  gp
  1 lb.
  Mindwipe
  Lens
  31
  
  Hellfire Engine
  DC
  Item
  Description
  Value Weight Crafting
  15 Bonemelt
  Oil (7
  vials)
  Deep in the pits of Avernus lay the Bonemelt Pools: vast formations of roiling red
  oil that burn with all the intensity that the Nine Hells can muster. Every day, legions
  of lower devils are sent into these pools to pump this corrosive liquid into barrels
  that are then loaded into the dreaded hellfire engines to be sprayed
  indiscriminately on the enemies of its master. Requires enchanted vial.  
  Use: As an action you may make a ranged weapon attack to throw a vial of
  bonemelt oil at a target within 20 feet, shattering it on impact, treating the vial as
  an improvised object. On a hit, the target is drenched in oil and take 1d10 fire
  damage plus 2d8 acid damage at the end of their turns. If an affected creature
  suffers fire damage that was not caused by this oil, the oil combusts, causing the
  covered creature to instantly suffer 2d10 fire damage and 4d8 acid damage and
  removing the oil. An affected creature or another creature within 5 feet can also
  take an action to scrape off the oil.
  400
  gp
  2 lb.
  15 Hellbolt
  Coil
  The lightning flail of the hellfire engine is a mighty weapon to behold, dreamed up
  in the nefarious workshops of the Nine Hells. The key component responsible for
  its shockingly destructive power is a piece of hellforged metal known as the
  hellbolt coil. This coil is capable of channeling the inherent energy of the
  multiverse to create electrical surges that the hellfire engine then channels into its
  flail. Particularly talented tinkers are capable of reverse engineering this infernal
  technology into incredibly deadly weapons made for mortal hands.
  2,850
  gp
  15 lb. Hellbolt
  Striker
  15
  Shock
  Barrel
  When a hellfire engine wishes to destroy a target from far away it relies on the
  thunder cannon. This incredibly destructive armament carries a stronger payload
  that damages targets far beyond the initial impact zone of the blast, especially
  when compared to regular cannon shot. Despite common belief, this power comes
  not from the shot itself, but the enchanted cannon barrel that launches it. This
  "shock barrel", as it has been dubbed by fiendish scholars, is engraved with
  devilish runes that enchant any ammunition stored within. Thankfully, an intact
  barrel can easily be repurposed for use by a mortal adventurer, allowing them to
  use projectiles that strike with the impact of a thunderclap.
  2,850
  gp
  40 lb. Rumble
  Quiver
  25 Hellfire
  Core
  At the center of a hellfire engine lies the infamous hellfire core: a coconut-sized,
  superheated ball of black steel forged in fires fueled by the immolation of
  hundreds of mortal souls. This core acts as the engine's "essence," functioning
  much like the brain and heart of a normal creature. Due to its horrid crafting
  method, this core constantly hungers for more souls and is responsible for the
  reaping, consumption, and transformation of the souls that the engine destroys.  
  Use: When you kill a creature while holding this item, you may use your reaction to
  hold the core over their corpse. If you do so, the core absorbs the recently
  deceased soul of the creature and destroys it over the course of 1d4 days. If the
  creature isn't revived before then, only a wish spell can restore it to life. Constructs
  and devils are immune to this effect.
  9,000
  gp
  30 lb. Infernal
  Engine
  Merregon
  DC
  Item
  Description
  Value Weight Crafting
  15 Sacrificial
  Spirit
  It would be a hard philosophical argument to say that anyone who works for an evil
  regime is also, by extension, an evil person themselves. However, the soldiers that
  become merregons were more than mere pawns for wicked kings and generals.
  The kind of people that become merregons were soldiers that had absolutely no
  reservation about the wicked actions they were asked to perform. This fact not
  only makes their souls much easier to condemn, but also makes for a much easier
  moral question for us when it comes to utilizing their souls for crafting purposes.
  Requires spirit paper.  
  Use: While carrying this item, if you are subject to an ability that would instantly
  kill you, you may spend your reaction to destroy this item and negate that effect.
  All other results of that ability still apply, however.
  30
  gp
  1 lb.
  20 Merregon
  Mask
  As part of their initiation into the armies of the Nine Hells, a merregon is
  ritualistically fused with their mask, cursed to wear it for all eternity. Over the
  decades and centuries, the mask becomes suffused with fiendish energy,
  transforming them from ordinary plates of metal into genuine magical reagents.
  The trick, however, is to be able to remove the mask without bringing the
  merregon's face with it, as doing so will spoil the purity of the metal with the
  decaying organic material of the fiend.
  100
  gp
  5 lb.
  Guardian
  Mask
  32
  
  Narzugon
  DC
  Item
  Description
  Value Weight Crafting
  15 Narzugon
  Eye (x2)
  The flaming-red eyes of a narzugon do not see the way they did when the narzugon
  was a mortal paladin. They are perceive more than the simple defraction of light,
  they are able to see into the very souls and hearts of the creatures around them,
  with the souls of the good shining like a beacon which draws the narzugon to
  them like a bull to a red cape. Through a basic ritual however, these eyes can be
  used to reverse this effect, and blind the forces of evil to the good creatures they
  wish to extinguish.  
  Use: By burning an eye for 10 minutes in a flame that has had 10 gp of silver
  powder sprinkled into it, you mask all good-aligned creatures within 30 feet of the
  flame to the senses of evil-aligned creatures for the next hour. Evil-aligned
  creatures have disadvantage on Wisdom (Perception) checks made to perceive
  masked creatures, and any attempt to divine a masked creature through magic
  such as the scry spell automatically fails.
  100
  gp
  1 lb.
  20 Narzugon
  Heart
  The heart of a narzugon is a twisted one. While it may have once been redeemable
  with its sense of honor and duty, it has been filled with hate and scorn for mortal
  lives by the archdukes of the Nine Hells. However, it is these same qualities that
  make it extremely valuable as a resource, since these clashing qualities cascade
  into a magical energy that bolsters the resolve of the creatures around them when
  they gaze upon its sublime and stalwart presence.  
  Use: As an action, you may hold this heart aloft. If you do so, all allies within 60
  feet of you can't be charmed or frightened until the end of your next turn. Every
  time you use this item, roll a d20. On a 1, this item crumbles into dust and
  becomes worthless.
  780
  gp
  3 lb.
  25 Narzugon
  Soul
  The soul of a narzugon is a truly pitiable thing to behold. Although the nobility of
  their spirit is something to admire, they have become corrupted and blackened by
  the manipulations of the Nine Hells. Their literally undying commitment to
  servitude, however, makes their souls particularly good for infusion into armor,
  granting the wearer the narzugon's unholy strength and abilities. Requires spirit
  paper.
  2,250
  gp
  1 lb.
  Plate of
  the
  Black
  Rider
  Nupperibo
  DC
  Item
  Description
  Value Weight Crafting
  10 Nupperibo
  Blubber (5
  vials)
  Due to their unique physiology, the nupperibo doesn't actually expend energy
  when it moves. As such, they never shed any fat, despite their tendency to traverse
  long distances to consume only a tiny morsel of food. This fat builds and
  compounds over time, creating a dense blubber that can be rendered into a candle
  tallow that burns infinitely longer than their mundane counterparts. That said,
  these candles have not entered popular usage due to their nauseating stench, but
  they can be found lining the walls of many evil lairs and being used by creatures
  for whom the odor is not a problem.
  1 sp
  1 lb.
  Long-
  lasting
  Candle
  Orthon
  DC Item Description
  Value Weight Crafting
  15 Orthon
  Tusk
  (x2)
  Aside from being incredibly intimidating, the tusks of an orthon serve a practical
  purpose in their tracking duties. The orthon is capable of attuning their tusks to their
  quarry, causing them to vibrate like dowsing rods as they approach. While it is
  impossible to replicate this ability once the tusks have been removed from their skull,
  they can be used in a one-time ritual in order to track a particularly elusive target.  
  Use: If you grind an orthon tusk into a fine powder, you may burn it along with a
  possession or piece of a creature you wish to track in order to designate them as your
  quarry for the next 24 hours. Once a creature has been designated as your quarry, you
  become constantly aware of their distance and direction from you so long as they are
  on the same plane of existence as you. Any magical effect that disrupts divination
  magic will also disrupt this effect.
  70 gp
  6 lb.
  20 Orthon
  Eye
  (x2)
  Orthons are some of the most prodigious trackers that have ever graced the
  multiverse. This is in no small part due to their extraordinary senses. In particular,
  their eyes are capable of seeing across multiple spectrums and through magical
  obfuscation. By transforming these eyes into lenses, the wearer can also gain the
  honed sight and tracking ability of the orthon.
  430
  gp
  1 lb.
  Lenses
  of the
  Hunter
  25 Orthon
  Hide
  Despite their massive size, the orthon is notable for their ability to sneak up on their
  targets with ease. This is due to their unique skin that is capable of true invisibility
  greater than the simple camouflage or displacement of lesser creatures. As such,
  these hides are highly prized as a leather base for making magical equipment for
  those that are stealthily inclined.
  1,650
  gp
  30 lb. Hide of
  Hiding
  33
  
  Archdevils
  On my travels, I have visited many lands, seen many wonders, and slayed many creatures. However, even I have not
  accomplished EVERYTHING that the multiverse has to offer, and unfortunately, one of those is to slay an archdevil. These
  masters of the Nine Hells are simply beyond my ability as an adventurer to fight or even find, and as I grow older, I must sadly
  admit that I may never find the chance to do so.
  However, all hope is not lost. As a fountain of knowledge and experience, I carry with me lost legends and ancient prophecies
  describing the downfall of the archdevils, and most importantly, what is to become of their valuable carcasses. The following
  information is purely hypothetical and backed only by superstition and conjecture. Should your reality not align with my ideas
  below, please feel free to send me a letter with the correct information. Who knows, I may even give you a mention in the next
  edition of my book!” – Hamund  
   
  Due to the unique and legendary nature of some archdevils, there is no associated DC when it comes to harvesting their
  particular materials. It is entirely up to the whims of the DM and their story as to whether or not you are able to collect such
  powerful organs, and indeed, such things can serve as the basis of an entire campaign. These harvesting materials do not have
  an associated value either since these are also highly contingent on the campaign’s context.
  Bael
  DC Item Description
  Value Weight Crafting
  -
  Twin
  Horns
  of
  Bael
  The horns of Bael are actually relatively understated for something that adorns the head
  of one of the Nine Hells' most dangerous inhabitants. Ridged cones that resemble that
  of a massive steer, these horns actually contain most of the archdevils' strength. Many
  fiendish cults have dedicated themselves to creating facsimiles of these horns atop
  their armor, but there is no substitue for actually harvesting them and affixing them on
  your helm to steal the fiend's hellish strength.
  30 lb.
  Helm
  of the
  Bronze
  General
  Geryon
  DC Item Description
  Value Weight Crafting
  20 Devil
  Wings
  (x2)
  Like many fiends, Geryon possesses a pair of wings that grant him flight. And, like
  many other fiends, these wings do not rely on physics to carry them aloft, but
  instead rely on magic. When amputated correctly, they can be transformed into the
  very useful infernal wings.
  2,500
  gp
  40 lb.
  Infernal
  Wings
  - Stinger
  of
  Geryon
  It is said that one of the many twisted "gifts" that Geryon imparted on the mortal
  world was his stinger; warping and mutating several creatures to carry the same
  poison and wicked barb as his own tail. Many lesser devils have attempted to
  assassinate Geryon simply to steal his tail and craft a weapon that they would use to
  earn glory in the Blood War. Thankfully, the blueprints for such a weapon have been
  found by some legendary mortal smiths, all it would take to complete it is the stinger
  itself.
  -
  20 lb. Geryon's
  Spite
  Hutijin
  DC Item Description
  Value Weight Crafting
  20 Devil
  Wings
  (x2)
  Like many fiends, Hutijin possesses a pair of wings that grant him flight. And, like
  many other fiends, these wings do not rely on physics to carry them aloft, but instead
  rely on magic. When amputated correctly, they can be transformed into the very
  useful infernal wings.
  2,000
  gp
  20 lb. Infernal
  Wings
  -
  Hide
  of
  Hutijin
  The thick hide of Hutijin is rough and covered with many scars and battlemarks. As
  the enforcer of Mephistopheles, Hutijin has seen many a battle and had his skin
  bathed in the blood and gore of more victories than can be counted. This grants it a
  supernatural level of protection beyond that of a regular fiend, an aura that radiates
  out and reproaches any lesser creature that would dare strike the champion that
  wears it.
  -
  30 lb.
  Armor
  of the
  Infernal
  Enforcer
  Moloch
  DC
  Item
  Description
  Value Weight Crafting
  -
  Heart
  of
  Moloch
  The heart of Moloch is one corrupted by almost every vice that a creature can have. It
  is a bloated organ, dripping in ambition, greed, and pride. The sheer fiendish infleucne
  that radiates from this organ even after removal from its dreadful host allows it to be
  fashioned into a powerful amulet.
  -
  5 lb.
  Amulet
  of the
  Usurper
  34
  
  Titvilus
  DC
  Item
  Description
  Value Weight Crafting
  20
  Devil
  Wings
  (x2)
  Like many fiends, Titivilus possesses a pair of wings that grant him flight. And, like
  many other fiends, these wings do not rely on physics to carry them aloft, but
  instead rely on magic. When amputated correctly, they can be transformed into the
  very useful infernal wings.
  1,000
  gp
  20 lb.
  Infernal
  Wings
  - Tongue
  of
  Titivilus
  Titivilus is one of the most cunning and deceitful beings in the Nine Hells, an
  extremely difficult achievement considering the other individuals he has to deal
  with. Capable of misleading even the other archdevils, Titivilus has perhaps the
  fastest tongue in the whole multiverse. Long have his enemies yearned to cut that
  tongue from his mouth and craft it into an instrument that will have their own foes
  dancing to their tune.
  -
  1 lb.
  Pipes of
  the
  Deceiver
  Zariel
  DC Item Description
  Value Weight Crafting
  - Wings
  of
  Zariel
  Zariel is truly a tragic figure. Once a proud and majestic angel, Zariel fell from grace
  and now serves Asmodeus as another archdevil in the Nine Hells. The only aspect of
  her celestial heritage that she still possesses are her mighty wings, but even they have
  become corrupted into infernos of blazing hellfire that constantly stream from her
  back. Some paladin orders have devoted themselves to venturing into the Nine Hells
  and finally putting Zariel to rest and then bringing her wings back so they may be
  made into equipment that can once again serve the light of justice.
  -
  10 lb. Cloak of
  the
  Scorched
  Martyr
  35
  
  Drow
  “The ever-erstwhile drow continue to be a thorn in my side when I brave the Underdark to search for new creatures to hunt.
  As rigid as their society may be however, they continuously prove themselves able to innovate and develop new mutations for
  their soldiers and minions. I say this happily, since it means that I get a nice surprise whenever I crack one open after one of
  their failed ambushes on me.” - Hamund
  Drow Trinket Table
  Item
  Value
  Weight
  1 1d4 days' worth of rations
  5 sp
  2 lb.
  2 1 journal
  25 gp
  5 lb.
  3 1 pack of quaggoth food
  8 sp
  6 lb.
  4 1 jar of black weapon oil
  2 sp
  1 lb.
  5 1d4 bags of spider eggs
  2 sp
  1 lb.
  6 1 gilded hair comb
  2 gp
  -
  7 1 seal of their house
  10 gp
  2 lb.
  8 1d6 spikes designed for torture and interrogation
  2 sp
  1 lb.
  Drow Arachnomancer
  DC
  Item
  Description
  Value Weight Crafting
  10
  Drow
  Blood (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has
  probably also encountered their signature poison. For centuries, surface
  alchemists tried and failed to replicate the formula, citing a single missing
  ingredient that they could not identify. It was only recently discovered why only
  drow could create the poison: it was manufactured from their own blood. For
  whatever reason, whether it be their diet, their cursed state, or just the whims of
  Lolth, drow blood possesses some unique property that when rebrewed with
  other fungi and mosses in the Underdark, create a noxious poison that renders
  the victim helpless in the face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15
  Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet
  only the powerful in their society are blessed enough by Lolth for their hearts to
  be worth anything. As a drow climbs in their society, Lolth's rewards to them
  begin to compound, causing them to become slightly more magical. Upon their
  death, their hearts may be removed and this magic released to simulate the gifts
  that Lolth once offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the
  summon demon ability listed in the drow priestess' statblock. After this, the
  heart is rendered useless. In order to use this ability, the user must be able to
  cast the summon lesser demon spell.
  30 gp
  1 lb.
  20
  Mark of
  Lolth
  As a symbol of their eternal worship to their dark mistress, priestesses of Lolth
  have her brand permanently marked onto their bodies. If harvested and
  preserved properly, its powers can be transferred to an amulet that can channel
  the Spider Goddess' powers, whether she likes it or not.
  40 gp
  1 lb.
  Drow
  Amulet
  25 Arachidney
  Gland
  When a drow priestess offers herself to the Spider Queen to become an
  arachnomancer, they are changed irreversibly, even in their natural drow form. As
  they complete the dark ritual, a new organ called the arachidney gland grows
  inside their body close to their large intestine. This gland is responsible for
  providing much of the transformative magic of the arachnomancer and is
  extremely difficult to remove without ruining it permanently. If successful
  however, it becomes a potent source of magic with many powerful uses. In fact,
  most of these uses were discovered by other drow that hunted the
  arachnomancers of other houses and converted their carcasses into equipment
  to further escalate their vendettas; all to the Spider Queen's amusement, of
  course.  
  Use: As an action, you may burst this gland, causing the bile inside to spill out
  and cover either yourself, or a creature within 5 feet of you. A creature covered
  in this bile must succeed on a DC 15 Constitution saving throw or be
  transformed into a giant spider for 1 hour as if by the polymorph spell (your DM
  has the statblock). A creature may choose to willingly fail the saving throw if
  they wish. Anything that the creature was wearing or carrying beforehand melds
  into their giant spider form. They cannot activate, use, wield, or otherwise
  benefit from any of their equipment. The creature reverts to their original form
  and hit points if they are reduced to 0 hit points in their transformed state.
  4,250
  gp
  2 lb.
  Cloak of
  the
  Arachnid
   
  36
  
   
  Drow Favoured Consort
  DC Item Description
  Value Weight Crafting
  10 Drow
  Blood
  (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has probably also
  encountered their signature poison. For centuries, surface alchemists tried and failed to
  replicate the formula, citing a single missing ingredient that they could not identify. It
  was only recently discovered why only drow could create the poison: it was
  manufactured from their own blood. For whatever reason, whether it be their diet, their
  cursed state, or just the whims of Lolth, drow blood possesses some unique property
  that when rebrewed with other fungi and mosses in the Underdark, create a noxious
  poison that renders the victim helpless in the face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15 Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet only the
  powerful in their society are blessed enough by Lolth for their hearts to be worth
  anything. As a drow climbs in their society, Lolth's rewards to them begin to
  compound, causing them to become slightly more magical. Upon their death, their
  hearts may be removed and this magic released to simulate the gifts that Lolth once
  offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the summon
  demon ability listed in the drow priestess' statblock. After this, the heart is rendered
  useless. In order to use this ability, the user must be able to cast the summon lesser
  demon spell.
  30
  gp
  1 lb.
   
  Drow House Captain
  DC Item Description
  Value Weight Crafting
  10 Drow
  Blood
  (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has probably also
  encountered their signature poison. For centuries, surface alchemists tried and failed to
  replicate the formula, citing a single missing ingredient that they could not identify. It
  was only recently discovered why only drow could create the poison: it was
  manufactured from their own blood. For whatever reason, whether it be their diet, their
  cursed state, or just the whims of Lolth, drow blood possesses some unique property
  that when rebrewed with other fungi and mosses in the Underdark, create a noxious
  poison that renders the victim helpless in the face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15 Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet only the
  powerful in their society are blessed enough by Lolth for their hearts to be worth
  anything. As a drow climbs in their society, Lolth's rewards to them begin to
  compound, causing them to become slightly more magical. Upon their death, their
  hearts may be removed and this magic released to simulate the gifts that Lolth once
  offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the summon
  demon ability listed in the drow priestess' statblock. After this, the heart is rendered
  useless. In order to use this ability, the user must be able to cast the summon lesser
  demon spell.
  30
  gp
  1 lb.
  Drow Inquisitor
  DC Item Description
  Value Weight Crafting
  10 Drow
  Blood
  (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has probably also
  encountered their signature poison. For centuries, surface alchemists tried and failed to
  replicate the formula, citing a single missing ingredient that they could not identify. It
  was only recently discovered why only drow could create the poison: it was
  manufactured from their own blood. For whatever reason, whether it be their diet, their
  cursed state, or just the whims of Lolth, drow blood possesses some unique property
  that when rebrewed with other fungi and mosses in the Underdark, create a noxious
  poison that renders the victim helpless in the face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15 Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet only the
  powerful in their society are blessed enough by Lolth for their hearts to be worth
  anything. As a drow climbs in their society, Lolth's rewards to them begin to
  compound, causing them to become slightly more magical. Upon their death, their
  hearts may be removed and this magic released to simulate the gifts that Lolth once
  offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the summon
  demon ability listed in the drow priestess' statblock. After this, the heart is rendered
  useless. In order to use this ability, the user must be able to cast the summon lesser
  demon spell.
  30
  gp
  1 lb.
  20 Mark
  of
  Lolth
  As a symbol of their eternal worship to their dark mistress, priestesses of Lolth have
  her brand permanently marked onto their bodies. If harvested and preserved properly,
  its powers can be transferred to an amulet that can channel the Spider Goddess'
  powers, whether she likes it or not.
  40
  gp
  1 lb.
  Drow
  Amulet
  37
  
  Drow Matron Mother
  DC Item Description
  Value Weight Crafting
  10 Drow
  Blood
  (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has probably also
  encountered their signature poison. For centuries, surface alchemists tried and failed to
  replicate the formula, citing a single missing ingredient that they could not identify. It
  was only recently discovered why only drow could create the poison: it was
  manufactured from their own blood. For whatever reason, whether it be their diet, their
  cursed state, or just the whims of Lolth, drow blood possesses some unique property
  that when rebrewed with other fungi and mosses in the Underdark, create a noxious
  poison that renders the victim helpless in the face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15 Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet only the
  powerful in their society are blessed enough by Lolth for their hearts to be worth
  anything. As a drow climbs in their society, Lolth's rewards to them begin to
  compound, causing them to become slightly more magical. Upon their death, their
  hearts may be removed and this magic released to simulate the gifts that Lolth once
  offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the summon
  demon ability listed in the drow priestess' statblock. After this, the heart is rendered
  useless. In order to use this ability, the user must be able to cast the summon lesser
  demon spell.
  30
  gp
  1 lb.
  20 Mark
  of
  Lolth
  As a symbol of their eternal worship to their dark mistress, priestesses of Lolth have
  her brand permanently marked onto their bodies. If harvested and preserved properly,
  its powers can be transferred to an amulet that can channel the Spider Goddess'
  powers, whether she likes it or not.
  40
  gp
  1 lb.
  Drow
  Amulet
  Drow Shadowblade
  DC
  Item
  Description
  Value Weight Crafting
  10
  Drow
  Blood (3
  vials)
  Any adventurer that has delved into the Underdark and met the drow has probably
  also encountered their signature poison. For centuries, surface alchemists tried
  and failed to replicate the formula, citing a single missing ingredient that they
  could not identify. It was only recently discovered why only drow could create the
  poison: it was manufactured from their own blood. For whatever reason, whether
  it be their diet, their cursed state, or just the whims of Lolth, drow blood
  possesses some unique property that when rebrewed with other fungi and mosses
  in the Underdark, create a noxious poison that renders the victim helpless in the
  face of their drow pursuers.
  1 gp
  1 lb.
  Drow
  Poison
  (DMG)
  15
  Drow
  Heart
  Obviously, every drow has a heart (despite any evidence to the contrary), yet only
  the powerful in their society are blessed enough by Lolth for their hearts to be
  worth anything. As a drow climbs in their society, Lolth's rewards to them begin to
  compound, causing them to become slightly more magical. Upon their death,
  their hearts may be removed and this magic released to simulate the gifts that
  Lolth once offered them in life. 
  Use: By using an action to stab the heart with a knife, the user may use the
  summon demon ability listed in the drow priestess' statblock. After this, the heart
  is rendered useless. In order to use this ability, the user must be able to cast the
  summon lesser demon spell.
  30 gp
  1 lb.
  20 Shadowed
  Soul
  A drow shadowblade is more than a simple spy or slinker. These masterful
  assassins are magically imbued by a demonic ritual that both taints their soul
  permanently and grants them extraordinary powers. It is in fact their soul that
  grants them their infamous shadow sword ability; a power that can be replicated
  by a harvester capable of extracting the shadow essence of the drow's soul before
  it departs for the Abyss. Requires spirit paper.
  1,625
  gp
  1 lb.
  Shadow
  Sword
  38
  
  Duergar
  “The dwarves and the duergar have a long and troubled history. They are incredibly jealous of our societies, while some
  dwarves do hold guilt about leaving them to the machinations of the mind flayers so long ago. I am simply an admirer of their
  incredibly psionic ability, or rather, the interesting brain samples that it produces.”- Hamund
  Duergar Trinket Table
  Item
  Value
  Weight
  1 1d6 days' worth of rations
  5 sp
  2 lb.
  2 1 iron idol to Laduguer
  5 gp
  3 lb.
  3 1d4 packs of steeder feed
  1 sp
  4 lb.
  4 1 skin of horrible ale
  3 cp
  2 lb.
  5 1d6 plainly designed pieces of jewelry
  3 gp
  1 lb.
  6 20 feet of iron chains
  20 gp
  10 lb.
  7 1d4 bottles of tinker's oil
  8 sp
  1 lb.
  8 4d12 silver pieces
  Varies
  Varies
  Duergar Despot
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily
  grants the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15 Despot
  Fist
  Compared to the beauty of dwarven craftsmanship, duergar tools look as if they were
  designed by a child with their first art set. That said, what they lack in aesthetics, they
  more than make up for in utility. For example, the iron fist of a duergar despot
  somehow manages to be both incredibly hard and extremely lightweight. This is
  partly possible due to the duergar's psionic ability which it uses to harmonize with
  and scan their materials as they work. While non-duergar are unable to replicate this
  craftwork, they are able to take existing pieces and rework them for usage by other
  species.
  540
  gp
  15 lb.
  Power
  Fist
  20 Psychic
  Engine
  In their haste to establish their own cities after their exodus from illithid control, the
  duergar failed to properly prospect the caves they settled. As such, they are distinctly
  lacking in access to energy sources like oil and coal to fuel their machines. However,
  being the pragmatic race they are, the duergar turned instead to their own psionic
  abilities as an energy source. While it may seem like these engines are thus useless
  to anyone without the gift of psionics, a skilled alchemist is able to melt down the
  metal of this engine in order to distill a versatile oil that carries the absorbed psychic
  energy of the duergar.
  1,125
  gp
  40 lb. Psionic
  Oil
  39
  
  Duergar Hammerer
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily
  grants the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15
  Pain
  Engine
  An offshoot of the psychic engine, the pain engine is a dark contraption that is more
  easily wielded by a duergar of lesser psionic talents, at the expense of reliability and
  stability. The internal design is impossible to replicate for any crafter that lacks
  psionic ability, but it can easily be reused in other devices, and creative tinkers are
  always eager to get their hands on samples for their own experiments.
  10
  gp
  20 lb. Reactive
  Piston
  Duergar Kavalrachni
  DC
  Item
  Description
  Value Weight Crafting
  10
  Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research
  from both within and without their own society have come to the conclusion
  that a large part of this potential is due to certain hormone secretions produced
  by their brains. When brewed properly, a duergar's brain can become a potion
  that temporarily grants the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15
  Rider
  Pheromones
  (vial)
  The duergar's mount of choice is the insectoid creature known as the steeder. It
  is a well known practice that duergar raise the steeders from birth in order to
  properly acclimate them to their presence and ensure their loyalty. These
  steeders undergo physiological changes that results in lower levels of aggression
  and higher co-operation. Less well known however, is the fact that duergar riders
  actually develop physiological changes as well; their psionic abilities mutating
  their bodies to increase production of a pheromone that steeders find soothing.
  This pheromone has a wide variety of uses beyond steeder rearing however, and
  can fetch a decent price when sold to alchemists.  
  Use: You may rub this vial of pheromones over yourself to gain advantage on
  Wisdom (Animal Handling) checks for the next hour.
  10
  gp
  1 lb.
  Duergar Mind Master
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily grants
  the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15 Duergar
  Mind
  Master
  Blood
  (3 vials)
  A duergar that has managed to attain the title of mind master has undergone a
  rigorous series of training that has increased their psionic abilities to the extreme.
  This stressful regiment creates a psionic feedback loop that results in their blood
  becoming saturated with enzymes and hormones that carry a deadly potency similar
  to a poison or toxin. In battle, mind masters have a tendency to nick their own flesh
  so that their blood adds a deadly edge to their strikes.  
  Use: Can be used to coat up to 5 pieces of slashing or piercing ammunition or one
  slashing or piercing weapon. Applying the blood takes 1 minute. For the next minute,
  successful hits with this weapon deal an additional 1d6 psychic damage.
  3 gp
  1 lb.
  Duergar Screamer
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily
  grants the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15
  Pain
  Engine
  An offshoot of the psychic engine, the pain engine is a dark contraption that is more
  easily wielded by a duergar of lesser psionic talents, at the expense of reliability and
  stability. The internal design is impossible to replicate for any crafter that lacks
  psionic ability, but it can easily be reused in other devices, and creative tinkers are
  always eager to get their hands on samples for their own experiments.
  10
  gp
  20 lb. Reactive
  Piston
  40
  
  Duergar Soulblade
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily grants
  the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  Duergar Warlord
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily
  grants the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  15 Duergar
  Warlord
  Blood
  (3 vials)
  A duergar warlord's mind is like almost no other. It is not considered particularly
  intelligent per se, rather it possesses a keen force of will and presence that pushes
  its underlings to feats beyond what is physically possible. A large part of this is the
  warlord's psionic force that bolsters the abilities of the soldiers around them at the
  cost of their own health and sanity. This psionic strength is only possible through a
  specialized officers training that results in their brain releasing new hormones that
  irreversibly changes their body chemistry. As such, the blood of a warlord becomes
  similar in function to a potion, and can be drunk like one to bestow certain
  temporary abilities.  
  Use: You may drink this blood as an action. For the next 10 minutes, whenever you
  make a d20 roll, you may use your reaction to roll a d6 and add that number as a
  bonus to the result of your d20. If you do so, you suffer psychic damage equal to the
  bonus you received. Creatures that are immune to psychic damage can't benefit
  from this effect.
  40
  gp
  1 lb.
   
  Duergar Xarron
  DC
  Item
  Description
  Value Weight Crafting
  10 Duergar
  Brain
  Due to generations of horrific experiments by their illithid captors, all duergars
  possess a unique genetic mutation that grants them psionic powers. Research from
  both within and without their own society have come to the conclusion that a large
  part of this potential is due to certain hormone secretions produced by their brains.
  When brewed properly, a duergar's brain can become a potion that temporarily grants
  the drinker psionic abilities of their own.
  5 gp
  3 lb.
  Potion
  of the
  Duergar
  41
  
  Harvest Table: E
  Eidolon
  DC
  Item
  Description
  Value Weight Crafting
  15 Enchanted
  Rubble (3
  vials)
  When an eidolon forces its spirit into a sacred statue, it leaves behind a trace of its
  enchanted presence within the normally mundane stone. Although this presence
  dissipates over time, a keen-eyed harvester should be able to sift through the piles
  of dust of a destroyed statue and find the magical energies to keep for later use.
  Note: This item can only be harvested from a destroyed sacred statue that has
  been animated by an eidolon within the past hour. Requires enchanted vial.  
  Use: As an action, you may pack this rubble into a damaged stone structure. If you
  do so, this rubble melds into the structure, repairing any damage done to it,
  starting from the point where the rubble has been packed. One vial has enough
  rubble to fill in up to 5 cubic feet of missing material.
  200
  gp
  3 lb.
  20 Guardian
  Spirit
  The ever-zealous eidolon is created from the spirits of the most loyal and fanatical
  followers of a powerful entity. By agreeing to transformation into an eidolon, these
  souls agree to sever their right to the wheel of fate and a chance of entering the
  afterlife. As such, I would argue that since these poor souls have nowhere else to
  turn, harvesting their remains and putting them to work as new magical items isn't
  just morally justified, it would be what they actually want. Requires spirit paper.
  1,125
  gp
  1 lb.
  Warden
  Charm
  Eladrins
  “Many people hold qualms about harvesting the eladrin due to their humanoid-like appearances. I say that is simply rubbish,
  however. Despite their appearances, the eladrin are not humanoids. They are really more like living forces of nature, and you
  shouldn’t feel any more guilt about harvesting one than you would feel when picking up a leaf. Admittedly, leaves don’t have
  faces or the ability to speak, but that is a minor difference in my opinion.” - Hamund
  Autumn Eladrin
  DC
  Item
  Description
  Value Weight Crafting
  10 Autumn
  Blood
  (3 vials)
  The blood of an eladrin in its autumn form smells sweet like seasonal spices and
  shines golden like freshly drawn syrup. Due to these properties, their blood is
  capable of attracting and calming wild beasts. In fact, autumn eladrin are often found
  to carry needles with which to prick their fingers should they ever need to calm an
  animal raging in their domain.  
  Use: As an action, you may spill this blood over the ground adjacent to you, or on a
  space up to 20 feet away. Either way, as soon as you do so, all beasts with an
  Intelligence score of 6 within 30 feet of the spilled blood that can smell are instantly
  calmed as if affected by the calm emotions spell. If you spill this blood on yourself,
  you have advantage on any Wisdom (Animal Handling) checks that you make to
  convince a beast that can smell the blood to make a non-violent action. Spilled blood
  dries 10 minutes after first being exposed to the air, after which it becomes useless.
  60
  gp
  1 lb.
  15 Eladrin
  Heart
  The emotions of an eladrin are more intense and passionate than most mortals could
  ever comprehend. In fact, from my interviews with the eladrin, I could only describe
  their feelings as the most pure expression of emotion capable, one untainted by
  mundane desires and influences. These feelings are so strong that they are even
  capable of altering the eladrin's physical form and are kept (where else): the heart. If
  you want to tap into such a primal force, you must be prepared to remove the heart
  of these creatures, perhaps in doing so, proving why you need an emotional aid in
  the first place.
  540
  gp
  2 lb.
  Rod of
  Seasons
  Spring Eladrin
  DC Item Description
  Value Weight Crafting
  10 Spring
  Blood
  (3
  vials)
  The blood of an eladrin in its spring form smells like fresh roses and flows like nectar.
  It has an energizing, almost intoxicating presence, and for this reason, eladrin have
  been known to add drops of their own blood to the wine they offer unaware travelers.
  For this reason, it is best to avoid drinking or eating anything that an eladrin offers to
  you (but really, this is a good rule to follow in the Feywild in general).  
  Use: If a creature drinks this vial of this blood, for the next hour that creature
  automatically fails any saving throw against any effect that would result in them
  becoming charmed. This blood is tasteless and odorless once added to any other
  liquid, but retains its dark-red coloring.
  60
  gp
  1 lb.
  15 Eladrin
  Heart
  The emotions of an eladrin are more intense and passionate than most mortals could
  ever comprehend. In fact, from my interviews with the eladrin, I could only describe
  their feelings as the most pure expression of emotion capable, one untainted by
  mundane desires and influences. These feelings are so strong that they are even
  capable of altering the eladrin's physical form and are kept (where else): the heart. If
  you want to tap into such a primal force, you must be prepared to remove the heart of
  these creatures, perhaps in doing so, proving why you need an emotional aid in the
  first place.
  540
  gp
  2 lb.
  Rod of
  Seasons
  42
  
  Summer Eladrin
  DC
  Item
  Description
  Value Weight Crafting
  10 Summer
  Blood
  (3 vials)
  The blood of an eladrin in its summer form smells like cinnamon and seems to
  remain warm and fluid even long after the death of its original owner. Creatures of
  the Feywild that pledge themselves to the eladrin have been found wearing war
  paint that has been made from pigments and droplets of summer blood which is
  said to enhance the aggression and combat ability of the user.  
  Use: You may drink this vial of blood as an action. If you do so, for the next hour,
  you are immune to the fear condition.
  60
  gp
  1 lb.
  15 Eladrin
  Heart
  The emotions of an eladrin are more intense and passionate than most mortals
  could ever comprehend. In fact, from my interviews with the eladrin, I could only
  describe their feelings as the most pure expression of emotion capable, one
  untainted by mundane desires and influences. These feelings are so strong that they
  are even capable of altering the eladrin's physical form and are kept (where else):
  the heart. If you want to tap into such a primal force, you must be prepared to
  remove the heart of these creatures, perhaps in doing so, proving why you need an
  emotional aid in the first place.
  540
  gp
  2 lb.
  Rod of
  Seasons
  Winter Eladrin
  DC Item Description
  Value Weight Crafting
  10 Winter
  Blood
  (3
  vials)
  The blood of an eladrin in its winter form smells like holly leaves and is so dark and
  viscous it looks like it has already coagulated. This blood has a soporific effect, and
  eladrin in this state have been found to coat their weapons in it to either subdue their
  foes or lay to rest a particularly elusive quarry.  
  Use: This vial of blood can be used to coat up to 5 pieces of slashing or piercing
  ammunition or one slashing or piercing weapon. Applying the blood takes an action.
  For the next 10 minutes, any creature successfully hit must make a DC 13
  Constitution saving throw. On a failure, the creature has disadvantage on ability
  checks and saving throws for the next minute. If a creature suffering from this effect
  is struck by a weapon coated by this blood and then fails the saving throw again, they
  have their speed reduced to half in addition to the other effects. If they are struck and
  fail the saving throw any subsequent time, the creature falls unconscious for the next
  minute, until it takes damage, or until another creature uses an action to shake them
  awake. If they are awoken through the latter two methods, the creature still suffers
  from the other two effects of failing the saving throw. Creatures that are immune to
  either the poison or charmed conditions are immune to the effects of this item.
  60
  gp
  1 lb.
  15 Eladrin
  Heart
  The emotions of an eladrin are more intense and passionate than most mortals could
  ever comprehend. In fact, from my interviews with the eladrin, I could only describe
  their feelings as the most pure expression of emotion capable, one untainted by
  mundane desires and influences. These feelings are so strong that they are even
  capable of altering the eladrin's physical form and are kept (where else): the heart. If
  you want to tap into such a primal force, you must be prepared to remove the heart
  of these creatures, perhaps in doing so, proving why you need an emotional aid in the
  first place.
  540
  gp
  2 lb.
  Rod of
  Seasons
  43
  
  Elder Elementals
  “I am fascinated by the Elder Elementals. The Phoenix embodies the destructive power of fire, and yet is also a symbol of
  healing and rebirth. The billowing gales of the Elder Tempest somehow exhibits form without form. The Leviathan is fluid and
  yielding yet strikes with incredible force, while the Zaratan is the image of immovability, yet its presence shakes those around
  it. Much like nature itself, the Elder Elementals are capricious creatures of contrast, and the materials that can be harvested
  from them embody this same power.” - Hamund
  Leviathan
  DC
  Item
  Description
  Value Weight Crafting
  20 Entropy
  Shard
  Regardless of their end form, the creation of an elder elemental is an event so
  momentous that it breaks reality itself for a brief moment. This leads to the
  creation of an entropy shard: a piece of reality inside every elder elemental that
  they retain from their multiverse-shattering births. Resembling a pure white
  piece of glass about the size of a hand, this shard holds pure, primal power and
  should only be handled by the most experienced harvesters and crafters.
  4,000
  gp
  5 lb.
  Talisman
  of
  Nature's
  Wrath
  25 Leviathan
  Drop
  In its ever flowing form, it may seem like the leviathan has no easily defined form
  that would make for any sensible harvesting. The people that believe this,
  however, are not as competent as I. Indeed, for the harvester that is both
  perceptive and daring, there is a treasure at the center of a leviathan known as its
  "drop." This fist-sized drop seems like any of the water around it, yet if one looks
  carefully, they will notice that it never actually loses its shape or mixes with
  anything else in the leviathan, almost as if a strong, invisible membrane keeps it
  all in place. This drop, in fact, contains the essence of the leviathan and is as
  useful for channeling its power as a heart would be in a normal creature. For this
  reason, the drop is incredibly valuable as a reagent and only the most skilled
  alchemists have the knowledge and privilege of working with it.
  22,120
  gp
  1 lb.
  Potion
  of the
  Eternal
  Tide
  Phoenix
  Due to the fiery death and rebirth trait, the Phoenix does not leave behind a usable corpse upon its death. Instead, it leaves
  ashes which may be harvested, while its entropy shard is blasted up to 150 feet away. In order to harvest a Phoenix’s entropy
  shard, a harvester must first make a successful DC 15 Intelligence (Investigation) check to figure out where it landed.
  DC
  Item
  Description
  Value Weight Crafting
  20 Entropy
  Shard
  Regardless of their end form, the creation of an elder elemental is an event so
  momentous that it breaks reality itself for a brief moment. This leads to the
  creation of an entropy shard: a piece of reality inside every elder elemental that
  they retain from their multiverse-shattering births. Resembling a pure white piece
  of glass about the size of a hand, this shard holds pure, primal power and should
  only be handled by the most experienced harvesters and crafters.
  4,000
  gp
  5 lb.
  Talisman
  of
  Nature's
  Wrath
  25 Phoenix
  Ashes
  (small
  pouch)
  As a phoenix reaches the end of its current life, it bursts into a fiery nova that
  consumes its body entirely, allowing it to be reborn inside the cinder-egg and
  restore its strength. Although the cinder-egg tends to constitute whatever is left
  of the phoenix's material form, you may be able to gather some remnant ashes
  that contain traces of the phoenix's legendary regenerative power. When a skilled
  blacksmith adds these ashes to their furnace, they are able to create a legendary
  suit of armor that grants the user the same eternal presence as the phoenix itself.
  10,000
  gp
  3 lb.
  Armor
  of the
  Eternal
  Flame
  Elder Tempest
  DC
  Item
  Description
  Value Weight Crafting
  20 Entropy
  Shard
  Regardless of their end form, the creation of an elder elemental is an event so
  momentous that it breaks reality itself for a brief moment. This leads to the
  creation of an entropy shard: a piece of reality inside every elder elemental that
  they retain from their multiverse-shattering births. Resembling a pure white piece
  of glass about the size of a hand, this shard holds pure, primal power and should
  only be handled by the most experienced harvesters and crafters.
  4,000
  gp
  5 lb.
  Talisman
  of
  Nature's
  Wrath
  25
  Elder
  Tempest
  Spark
  (vial)
  The elder tempest represents nature at its most dangerous and mercurial.
  However, within the constantly shifting form one thing remains constant: a
  crackling bolt of lightning that moves like a snake inside the gale of hurricane
  winds. This spark acts like the "spine" of the tempest, and can be thought of as
  the core of its being. If you can literally catch this lightning in a bottle, it can
  provide an audacious tinker enough energy to power an invention that wouldn't
  be possible by any other means. Requires enchanted vial.
  33,400
  gp
  1 lb.
  Crown
  of the
  Eternal
  Bolt
   
  44
  
  Zaratan
  DC
  Item
  Description
  Value Weight Crafting
  20 Entropy
  Shard
  Regardless of their end form, the creation of an elder elemental is an event so
  momentous that it breaks reality itself for a brief moment. This leads to the
  creation of an entropy shard: a piece of reality inside every elder elemental that
  they retain from their multiverse-shattering births. Resembling a pure white piece
  of glass about the size of a hand, this shard holds pure, primal power and should
  only be handled by the most experienced harvesters and crafters.
  4,000
  gp
  5 lb.
  Talisman
  of
  Nature's
  Wrath
  25 Zaratan
  Rubble
  (large
  bag)
  Although the zaratan may seem like the definition of inactivity and dormancy,
  those that have met one can attest to the constant rumbling that occurs from it at
  all times, as if a great activity takes place within its shell. This is due to the unique,
  living minerals that constitutes the zaratan's body and defy the laws of physics by
  acting as force multipliers for everything around them. The result is a constant
  shifting of the rocks inside its form, like a circulatory system built from an
  avalanche. If you can find these special pieces of rubble after the zaratan's death,
  an artificer with expertise in elemental magic can harness it to create a weapon
  that contains literally limitless power.
  29,600
  gp
  20 lb. Hammer
  of the
  Eternal
  Quake
  Elemental Myrmidons
  Air Elemental Myrmidon
  DC
  Item
  Description
  Value Weight Crafting
  15 Mote of
  Air
  When an air elemental's summoned form is dispersed, it leaves behind small
  clumps of dust that continue to carry trace amounts of elemental energy. These
  need to be collected quickly in specialized containers to prevent further
  degradation. If collected properly, they can then be used to craft an elemental
  gem. Requires enchanted vial.
  100
  gp
  1 lb.
  Elemental
  Gem
  (Blue
  Sapphire)
  (DMG)
  20 Myrmidon
  Shackles
  Elementals are, by their nature, free and chaotic beings. It usually takes a lot of
  effort and powerful magic to trap them into a single form, and even more to bind
  them into service like one does with an elemental myrmidon. In fact, this magic
  is so strong, that it becomes reflected in the physical form of the elemental itself
  in the form of shackle-like armor around their wrists. These shackles have a
  number of uses due to the elemental magic infused into them, including reuse as
  binders for more elemental servants.  
  Use: As a ranged attack, you may throw these shackles at an elemental that is size
  Large or smaller within 20 feet of you. On a successful hit, that elemental must
  make a DC 15 Wisdom saving throw. On a success, the shackles break and
  become useless. On a failure, the shackles bind to the elemental's form and the
  elemental becomes charmed by you for 1 hour. While charmed in this way, the
  elemental must obey your verbal commands to the best of its ability. If you do
  not issue any verbal commands to it, it defends itself from hostile creatures but
  otherwise takes no actions. If you or your companions damage the elemental, it
  may make the saving throw again, ending the charm on a success. Once the
  elemental is no longer charmed, the shackles slip off them and may not be used
  again until the next dawn.
  285
  gp
  6 lb.
  Elemental
  Armlets
  Earth Elemental Myrmidon
  DC
  Item
  Description
  Value Weight Crafting
  15 Mote of
  Earth
  When an earth elemental's summoned form is dispersed, it leaves behind small
  clods of dirt that continue to carry trace amounts of elemental energy. These
  need to be collected quickly in specialized containers to prevent further
  degradation. If collected properly, they can then be used to craft an elemental
  gem. Requires enchanted vial.
  100
  gp
  1 lb.
  Elemental
  Gem
  (Yellow
  Diamond)
  (DMG)
  20 Myrmidon
  Shackles
  Elementals are, by their nature, free and chaotic beings. It usually takes a lot of
  effort and powerful magic to trap them into a single form, and even more to bind
  them into service like one does with an elemental myrmidon. In fact, this magic
  is so strong, that it becomes reflected in the physical form of the elemental itself
  in the form of shackle-like armor around their wrists. These shackles have a
  number of uses due to the elemental magic infused into them, including reuse as
  binders for more elemental servants.  
  Use: As a ranged attack, you may throw these shackles at an elemental that is size
  Large or smaller within 20 feet of you. On a successful hit, that elemental must
  make a DC 15 Wisdom saving throw. On a success, the shackles break and
  become useless. On a failure, the shackles bind to the elemental's form and the
  elemental becomes charmed by you for 1 hour. While charmed in this way, the
  elemental must obey your verbal commands to the best of its ability. If you do
  not issue any verbal commands to it, it defends itself from hostile creatures but
  otherwise takes no actions. If you or your companions damage the elemental, it
  may make the saving throw again, ending the charm on a success. Once the
  elemental is no longer charmed, the shackles slip off them and may not be used
  again until the next dawn.
  285
  gp
  6 lb.
  Elemental
  Armlets
  45
  
  Fire Elemental Myrmidon
  DC
  Item
  Description
  Value Weight
  Crafting
  15 Mote of
  Fire
  When a fire elemental's summoned form is dispersed, it leaves behind small
  embers that continue to carry trace amounts of elemental energy. These need
  to be collected quickly in specialized containers to prevent further degradation.
  If collected properly, they can then be used to craft an elemental gem. Requires
  enchanted vial.
  100
  gp
  1 lb.
  Elemental
  Gem (Red
  Corundum)
  (DMG)
  20 Myrmidon
  Shackles
  Elementals are, by their nature, free and chaotic beings. It usually takes a lot of
  effort and powerful magic to trap them into a single form, and even more to
  bind them into service like one does with an elemental myrmidon. In fact, this
  magic is so strong, that it becomes reflected in the physical form of the
  elemental itself in the form of shackle-like armor around their wrists. These
  shackles have a number of uses due to the elemental magic infused into them,
  including reuse as binders for more elemental servants.  
  Use: As a ranged attack, you may throw these shackles at an elemental that is
  size Large or smaller within 20 feet of you. On a successful hit, that elemental
  must make a DC 15 Wisdom saving throw. On a success, the shackles break
  and become useless. On a failure, the shackles bind to the elemental's form
  and the elemental becomes charmed by you for 1 hour. While charmed in this
  way, the elemental must obey your verbal commands to the best of its ability. If
  you do not issue any verbal commands to it, it defends itself from hostile
  creatures but otherwise takes no actions. If you or your companions damage
  the elemental, it may make the saving throw again, ending the charm on a
  success. Once the elemental is no longer charmed, the shackles slip off them
  and may not be used again until the next dawn.
  285
  gp
  6 lb.
  Elemental
  Armlets
   
  Water Elemental Myrmidon
  DC
  Item
  Description
  Value Weight Crafting
  15 Mote of
  Water
  When a water elemental's summoned form is dispersed, it leaves behind small
  balls of foam that continue to carry trace amounts of elemental energy. These
  need to be collected quickly in specialized containers to prevent further
  degradation. If collected properly, they can then be used to craft an elemental
  gem. Requires enchanted vial.
  100
  gp
  1 lb.
  Elemental
  Gem
  (Emerald)
  (DMG)
  20 Myrmidon
  Shackles
  Elementals are, by their nature, free and chaotic beings. It usually takes a lot of
  effort and powerful magic to trap them into a single form, and even more to bind
  them into service like one does with an elemental myrmidon. In fact, this magic
  is so strong, that it becomes reflected in the physical form of the elemental itself
  in the form of shackle-like armor around their wrists. These shackles have a
  number of uses due to the elemental magic infused into them, including reuse as
  binders for more elemental servants.  
  Use: As a ranged attack, you may throw these shackles at an elemental that is size
  Large or smaller within 20 feet of you. On a successful hit, that elemental must
  make a DC 15 Wisdom saving throw. On a success, the shackles break and
  become useless. On a failure, the shackles bind to the elemental's form and the
  elemental becomes charmed by you for 1 hour. While charmed in this way, the
  elemental must obey your verbal commands to the best of its ability. If you do
  not issue any verbal commands to it, it defends itself from hostile creatures but
  otherwise takes no actions. If you or your companions damage the elemental, it
  may make the saving throw again, ending the charm on a success. Once the
  elemental is no longer charmed, the shackles slip off them and may not be used
  again until the next dawn.
  285
  gp
  6 lb.
  Elemental
  Armlets
  46
  
  Harvest Table: G
  Giff
  “Of all the races I have met on my travels, the giff are easily my favourite. There’s just something about their general
  demeanour that really speaks to me. In fact, I liked them so much that it was almost impossible to bring myself around to
  autopsying one after they fell in battle next to me. But I did it anyway since I think that in the end, contributing to this book is
  one of the highest honours I can bestow upon a creature.” - Hamund
  Giff Trinket Table
  Item
  Value
  Weight
  1
  1d6 days' worth of rations
  5 sp
  2 lb.
  2
  1 ceremonial dagger
  25 gp
  7 lb.
  3
  1 bag of black powder
  10 gp
  3 lb.
  4
  1 smoking pipe
  4 sp
  -
  5
  1 regiment badge
  2 gp
  1 lb.
  6
  1d4 bottles of weapon oil
  2 sp
  1 lb.
  7
  1 fancy monocle
  20 gp
  -
  8
  4d10 gold pieces
  Varies
  Varies
  DC Item Description
  Value Weight Crafting
  10 Giff
  Saliva
  (2
  vials)
  If there is one thing the giff are known for (other than being a race of hippo people), it
  is their overwhelming love for explosives. In fact, even their own biology seems to have
  an affinity for the field, a the saliva of a giff contains a unique melange of chemicals that
  can be added to gunpowder mixes in order to make them more stable and resistant to
  outside moisture. This explains the distinct habit that many giff display in which they
  absent-mindedly lick their ammunition and weapons as they maintain them. While it is
  off-putting to most, some alchemists are willing to buy giff saliva for their own uses,
  and most do not care whether or not it comes directly from the source.
  4 gp
  1 lb.
  15 Giff
  Skull
  Despite all their pomp and fancy over their intellectual and tactical talents, one of the
  giff's greatest wartime assets is a good old fashioned thick skull. Indeed, the giff's skull
  is so powerful that one of their many rites of passage involve tracking down an ogre and
  challenging it to a headbutt contest (something that the easily amused ogre tends to
  indulge in). Aside from their plain utility as helmets, there are some macabre collectors
  out there that are willing to purchase giff skulls at a decent price, apparently as a
  strange hobby wherein they attempt to assemble several of them in order to form a
  "regiment." Don't worry, I don't quite understand it either.
  28
  gp
  12 lb.
  “The similarities and differences of the subspecies of gith yield volumes of information on their history and divergent
  evolution. Scholars could study for years on the intricate ways in which their bodies have developed in response to their
  differing environments and as such, it is my duty to continue harvesting samples of them to continue this worthy academic
  endeavour.” - Hamund
  Gith
  Githyanki Trinket Table
  Item
  Value Weight
  1 1d4 energy stimulating chewable roots 8 sp
  -
  2 1 githyanki battle standard
  5 gp
  10 lb.
  3 1 officer badge
  2 gp
  1 lb.
  4 1 book of battle tactics
  5 gp
  2 lb.
  5 1 map of the Astral Plane
  50 gp 5 lb.
  6 1 whetstone
  1 cp
  1 lb.
  7 1 set of dragon reins
  10 gp 3 lb.
  8 1d8 stolen trinkets
  10 gp 2 lb.
  Githzerai Trinket Table
  Item
  Value Weight
  1 1d4 pieces of ornate jewelry
  5 gp
  1 lb.
  2 1 bag of sweet-smelling herbs
  4 sp
  -
  3 1d4 rolls of medicine-soaked bandages 1 gp
  1 lb.
  4 1d4 pouches of rare tea
  1 gp
  1 lb.
  5 1d4 bottles of meditative body oil
  6 sp
  1 lb.
  6 1d6 bags of crushed gems
  10 gp 2 lb.
  7 1d4 tokens from a defeated githyanki
  5 sp
  -
  8 1 set of ornate hand wraps
  3 gp
  1 lb.
  47
  
  Githyanki Gish
  DC
  Item
  Description
  Value Weight Crafting
  10 Githyanki
  Hair
  Braid
  The hair braid of a mighty githyanki warrior is a symbol of their prowess in combat.
  An intact braid can fetch a tidy sum among collectors back on the Material Plane.
  20
  gp
  1 lb.
  15 Githyanki
  Heart
  The githyanki are not originally a species native to the Astral Plane, and yet they
  have made it their home regardless. Prolonged exposures to the unaging nature of
  the Astral Plane has caused some of their organs, particularly their hearts, to
  develop curious qualities that are valuable to scholars attempting to unlock the
  secrets of that place.
  5 gp
  1 lb.
  20 Githyanki
  Brain
  The githyanki brain is a marvel of biology. Capable of psionic output powerful
  enough to bend the normal laws of physics, it is noticeably larger and more
  developed than that of most other humanoids. Although doing so may be
  distasteful for civilized folk, consuming the brain of a githyanki can temporarily
  boost the latent psionic powers of other humanoids, granting them similar abilities
  to its previous owner.  
  Use: As an action, you may consume the githyanki brain. For the next hour, you may
  cast the mage hand spell as a cantrip, as well as cast the jump spell up to 3 times.
  10
  gp
  4 lb.
  Githyanki Kith'rak
  DC
  Item
  Description
  Value Weight Crafting
  10 Githyanki
  Hair
  Braid
  The hair braid of a mighty githyanki warrior is a symbol of their prowess in combat.
  An intact braid can fetch a tidy sum among collectors back on the Material Plane.
  20
  gp
  1 lb.
  15 Githyanki
  Heart
  The githyanki are not originally a species native to the Astral Plane, and yet they
  have made it their home regardless. Prolonged exposures to the unaging nature of
  the Astral Plane has caused some of their organs, particularly their hearts, to
  develop curious qualities that are valuable to scholars attempting to unlock the
  secrets of that place.
  5 gp
  1 lb.
  20 Githyanki
  Brain
  The githyanki brain is a marvel of biology. Capable of psionic output powerful
  enough to bend the normal laws of physics, it is noticeably larger and more
  developed than that of most other humanoids. Although doing so may be
  distasteful for civilized folk, consuming the brain of a githyanki can temporarily
  boost the latent psionic powers of other humanoids, granting them similar abilities
  to its previous owner.  
  Use: As an action, you may consume the githyanki brain. For the next hour, you may
  cast the mage hand spell as a cantrip, as well as cast the jump spell up to 3 times.
  10
  gp
  4 lb.
  Githyanki Supreme Commander
  DC
  Item
  Description
  Value Weight Crafting
  10 Githyanki
  Hair
  Braid
  The hair braid of a mighty githyanki warrior is a symbol of their prowess in combat.
  An intact braid can fetch a tidy sum among collectors back on the Material Plane.
  20
  gp
  1 lb.
  15 Githyanki
  Heart
  The githyanki are not originally a species native to the Astral Plane, and yet they
  have made it their home regardless. Prolonged exposures to the unaging nature of
  the Astral Plane has caused some of their organs, particularly their hearts, to
  develop curious qualities that are valuable to scholars attempting to unlock the
  secrets of that place.
  5 gp
  1 lb.
  20 Githyanki
  Brain
  The githyanki brain is a marvel of biology. Capable of psionic output powerful
  enough to bend the normal laws of physics, it is noticeably larger and more
  developed than that of most other humanoids. Although doing so may be
  distasteful for civilized folk, consuming the brain of a githyanki can temporarily
  boost the latent psionic powers of other humanoids, granting them similar abilities
  to its previous owner.  
  Use: As an action, you may consume the githyanki brain. For the next hour, you may
  cast the mage hand spell as a cantrip, as well as cast the jump spell up to 3 times.
  10
  gp
  4 lb.
  48
  
  Githzerai Anarch
  DC
  Item
  Description
  Value Weight Crafting
  10 Githzerai
  Brand
  The githzerai practice many rituals in their constant adherence to discipline and
  tradition. One of these is a ritualistic branding of their bodies. Each brand may only
  be earned after the githzerai have demonstrated a mastery of a skill respected within
  the githzerai culture. Young and novice githzerai may only have a simple brand of a
  single skill, while the most revered and experienced in their society would have
  intricate brands, developed and layered on each other over their many years of
  learning. These brands are both rare and beautiful to admire, making them valuable
  to collectors elsewhere.
  20
  gp
  1 lb.
  15 Githzerai
  Heart
  The githyanki are not originally a species native to Limbo, and yet they have made it
  their home regardless. Their existence there is a paradox; a stretch of serenity in an
  otherwise chaotic sea. This is reflected in their own bodies which have gradually
  adapted to living in such a place. Their hearts in particular are noteworthy to
  scholars trying to unlock the power of that plane.
  5 gp
  1 lb.
  20 Githzerai
  Brain
  The githzerai brain is a marvel of biology. Capable of psionic output powerful
  enough to bend the normal laws of physics, it is noticeably larger and more
  developed than most other humanoid's. Although doing so may be distasteful for
  civilized folk, consuming the brain of a githzerai can temporarily boost the latent
  psionic powers of other humanoids, granting them similar abilities to its previous
  owner. Use: As an action, you may consume the githzerai brain. For the next hour,
  you may cast the mage hand spell as a cantrip, as well as cast the feather fall spell up
  to 3 times.
  10
  gp
  4 lb.
  Githzerai Enlightened
  DC
  Item
  Description
  Value Weight Crafting
  10 Githzerai
  Brand
  The githzerai practice many rituals in their constant adherence to discipline and
  tradition. One of these is a ritualistic branding of their bodies. Each brand may only
  be earned after the githzerai have demonstrated a mastery of a skill respected within
  the githzerai culture. Young and novice githzerai may only have a simple brand of a
  single skill, while the most revered and experienced in their society would have
  intricate brands, developed and layered on each other over their many years of
  learning. These brands are both rare and beautiful to admire, making them valuable
  to collectors elsewhere.
  20
  gp
  1 lb.
  15 Githzerai
  Heart
  The githyanki are not originally a species native to Limbo, and yet they have made it
  their home regardless. Their existence there is a paradox; a stretch of serenity in an
  otherwise chaotic sea. This is reflected in their own bodies which have gradually
  adapted to living in such a place. Their hearts in particular are noteworthy to
  scholars trying to unlock the power of that plane.
  5 gp
  1 lb.
  20 Githzerai
  Brain
  The githzerai brain is a marvel of biology. Capable of psionic output powerful
  enough to bend the normal laws of physics, it is noticeably larger and more
  developed than most other humanoid's. Although doing so may be distasteful for
  civilized folk, consuming the brain of a githzerai can temporarily boost the latent
  psionic powers of other humanoids, granting them similar abilities to its previous
  owner. Use: As an action, you may consume the githzerai brain. For the next hour,
  you may cast the mage hand spell as a cantrip, as well as cast the feather fall spell up
  to 3 times.
  10
  gp
  4 lb.
  Gray Render
  DC Item Description
  Value Weight
  Crafting
  10
  Gray
  Render
  Claw
  (x2)
  A gray render's claw resembles that of a bear's, and like a bear's, they are
  capable of mauling a target as well as rudimentary grasping. The gray render
  often employs both these functions when serving its master, slaughtering
  some prey before dragging the carcass back like an oversized, monstrous
  puppy.
  85 gp 15 lb.
  Any melee
  slashing
  weapon, +2
  (DMG)
  15
  Gray
  Render
  Hide
  Due to their vaguely psionic and mystical nature, the hide of a gray render has
  more uses than for simply tanning into a suit of armor (although it is certainly
  quite useful for that). One use that has always stood out to me, is its use as
  sheets on a marital bed. It is believed by some cultures that any freshly wed
  couple that sleeps upon a gray render blanket on their first night as a couple
  will be loyal to one another for life the way that the gray render is loyal to their
  chosen master. I cannot verify the validity of this claim, but I can attest that
  sleeping on a lumpy, tough, gray sheet is not the most romantic way to begin
  your marriage.
  380
  gp
  20 lb.
  Leather or
  Studded
  Leather, +2
  (DMG)
  20
  Gray
  Render
  Brain
  The gray render is known for forming lifelong bonds with a creature that it
  declares as its master. This need for companionship is so strong that it warps
  the gray render's brain, enlarging portions responsible for emotional
  attachment and increasing the production of certain enzymes and hormones.
  As such, a gray render's brain is a treasure trove for any alchemist looking to
  mix together a bewildering brew or charming concoction.
  1,000
  gp
  3 lb.
  Periapt of Love
  (DMG) or
  Concoction of
  Companionship
  49
  
  Harvest Table: H & K
  Howler
  DC Item Description
  Value Weight Crafting
  10 Howler
  Blood
  (5
  vials)
  The terrifying power of a howler goes beyond a scary call and visage. There is
  something more sinister at work that grants the howler such a presence, something
  in its very blood. Indeed, it is no coincidence that the howler actually secretes its
  blood from its eyes and mouth at all times: all the better to spread its horrid fear.  
  Use: As an action you may throw this vial at a space within 20 feet, shattering it on
  impact. All creatures within 5 feet of that space must succeed on a DC 12 Wisdom
  saving throw or become frightened of that space for the next minute. While
  frightened in this way, a creature must use its movement and any available Dash
  action to move as far away from that space as possible. If it is impossible for a
  creature to move without putting itself in danger, it stays in place instead, using its
  action to cower. A creature may repeat the saving throw at the end of each of its
  turns and whenever it takes damage, ending the effect on itself on a success.
  10
  gp
  1 lb.
  15 Howler
  Teeth
  (large
  bag)
  The gnashing jaws of a howler are filled with jagged teeth capable of rending apart
  even the sturdiest of plate armor. It is no surprise that these teeth are highly prized as
  crafting materials for weaponry with a literally fearsome edge.
  115
  gp
  10 lb.
  Any
  piercing
  melee
  weapon,
  +1
  (DMG)
  20 Howler
  Voice
  Box
  The horrid call of a howler is not one that can ever be forgotten in one's lifetime. This
  terrifying screech owes its unique sound to the howler's vocal cords which are unlike
  that of any other creature's. These dry, chapped strings seem more like desiccated
  lines of sinew than vocal cords, but when they resonate, they create the warbling howl
  that is so known for shaking the courage of mortals. Indeed, fiends have been known
  to string their instruments with these cords, creating orchestras that terrify
  adventurers as they venture through their dark halls.
  340
  gp
  4 lb.
  Harp of
  Horror
  Kruthiks
  Young Kruthik
  DC Item Description
  Value Weight Crafting
  5 Kruthik
  Musk
  (vial)
  Although kruthiks have their own language consisting of clicks and hisses, they also
  utilize an alternate form of communication that relies on scent. By leaving scent
  marks, a kruthik may leave messages and warnings to fellow members of its race. This
  versatile musk has been adopted for many uses by more civilized races including
  perfumes, alcohols, and (ironically) insect repellants.
  2 sp
  1 lb.
  Adult Kruthik
  DC Item Description
  Value Weight Crafting
  5 Kruthik
  Musk
  (3
  vials)
  Although kruthiks have their own language consisting of clicks and hisses, they also
  utilize an alternate form of communication that relies on scent. By leaving scent
  marks, a kruthik may leave messages and warnings to fellow members of its race. This
  versatile musk has been adopted for many uses by more civilized races including
  perfumes, alcohols, and (ironically) insect repellants.
  2 sp
  1 lb.
  10 Kruthik
  Spike
  (x5)
  As a natural weapon, kruthiks can launch shards of chitin from their legs like arrows,
  skewering prey with uncanny accuracy. These lightweight but durable spikes are
  prized for arrow fletching in the wood-sparse Underdark, and it is not uncommon to
  find drow quivers filled with them. In fact, one common task for young drow is to
  form hunting packs to harvest kruthik spikes; hopefully collecting more arrow
  material than they use.
  1 gp
  1 lb.
  Arrow
  or bolt,
  +1
  (DMG)
  Kruthik Hive Lord
  DC Item Description
  Value Weight Crafting
  5 Kruthik
  Musk
  (5
  vials)
  Although kruthiks have their own language consisting of clicks and hisses, they also
  utilize an alternate form of communication that relies on scent. By leaving scent
  marks, a kruthik may leave messages and warnings to fellow members of its race. This
  versatile musk has been adopted for many uses by more civilized races including
  perfumes, alcohols, and (ironically) insect repellants.
  2 sp
  1 lb.
  10 Kruthik
  Spike
  (x10)
  As a natural weapon, kruthiks can launch shards of chitin from their legs like arrows,
  skewering prey with uncanny accuracy. These lightweight but durable spikes are
  prized for arrow fletching in the wood-sparse Underdark, and it is not uncommon to
  find drow quivers filled with them. In fact, one common task for young drow is to
  form hunting packs to harvest kruthik spikes; hopefully collecting more arrow
  material than they use.
  1 gp
  1 lb.
  Arrow
  or bolt,
  +1
  (DMG)
  15 Kruthik
  Hive
  Lord
  Chitin
  A kruthik hive lord is immensely durable due to being covered in a thick chitin shell
  that is stronger than most plate. It is usually pretty easy to spot a commander of an
  Underdark brigade of warriors, since they are often adorned in intimidating, spikey
  armor crafted from this chitin.
  65
  gp
  40 lb.
  Plate
  amor,
  +2
  (DMG)
  50
  
  Harvest Table: M
  Marut
  DC
  Item
  Description
  Value Weight Crafting
  5
  Sigil Oil
  (5 vials)
  The oil that flows through the marut is no simple lubricant found on a cheap
  tinker's toy. It is believed that this oil is refined from the drippings of Primus
  himself, their oil giving life to their greatest creation. This oil is highly coveted
  by mortal crafters to use when making their own constructs as it is believed
  that they lend a more lifelike quality to their creation's movements.
  100 gp
  2 lb.
  15
  Marut
  Hand
  (x2)
  Forged with mechanical precision under hammers timed to the eternally
  ticking gears of Mechanus, the hands of a marut are as close to godly
  perfection as can be achieved in the metallic form. Capable of striking down
  even fiendish lords and celestial beings in service of the marut's goal of
  enforcing the law, these hands are almost impossible to work with for a mortal
  crafter. Yet, for the rare individual that can, a truly remarkable set of gauntlets
  can be created, one that can turn even mortals into executioners of the gods.
  1,000
  gp
  50 lb. Mechanus
  Gauntlets
  20
  Marut
  Metal
  The alloy that constitutes a marut's frame cannot be found anywhere on the
  Material Plane. In fact, it cannot be found anywhere outside of Mechanus as it
  is actually smelted from the ancient gears of the modron home world. This
  metal is supremely durable yet lightweight, and traces of it have been found
  mixed into legendary pieces of weapons and armor across the realms. But, if
  you manage to scavenge a full intact shell of it, a worthy blacksmith can craft a
  suit of armor that will protect you from supernatural harm.
  4,000
  gp
  200 lb.
  Primus
  Plate
  25 Enforcer's
  Eye
  Cultures all across the Material Plane tend to share tales of leaders that
  sacrifice an eye in order to gain otherworldly levels of wisdom and judgement.
  While many are familiar with the subsequent exploits of these leaders, they
  never end up explaining what happens to the eye they sacrificed. Well, long
  story short, they end up on Sigil, where the modron leader, Primus, takes them
  and plants them into the marut where it grows to the size of a melon as the
  final step of their construction. These eyes see with both the wisdom of the
  universe and the empathy of mortals and they are what allow the marut to hunt
  and judge their contract holders better than any lesser construct possibly
  could.  
  Use: While holding the eye, you may use your action to close your eyes and
  focus, allowing you to see through the eye. While seeing through the eye, you
  have darkvision out to a range of 60 feet, you are unaffected by visual illusions,
  and you automatically succeed on any Wisdom (Insight) check to determine if
  a creature is lying or not. You stop seeing through the eye if you ever open
  your own eyes (no action required) or if the eye ever leaves your hand.
  14,000
  gp
  10 lb.
  30
  Edict
  Engine
  The edict engine is a swirling vortex of pure energy that powers the marut and
  allows its massive form to move with all the strength and grace of the
  mightiest angels. In a feat of engineering capable only from Primus itself, the
  engine runs on the logic of the Multiverse itself, keeping the marut operational
  so long as the ancient contract that binds the laws of physics together remains
  upheld. This engine is so perfect in its design that any attempt by mortal hands
  to tinker with it would ruin it irreparably.  
  Use: While holding this item, you may use your action to activate it, causing all
  creatures within a 30-foot radius to take 45 radiant damage. Any creature that
  took any of that damage must succeed on a DC 20 Wisdom saving throw or be
  stunned until the end of your next turn. Once used, this item cannot be used
  again until the next dawn. Every time this item is used, there is a 10 per cent
  chance that it breaks apart due to mortal negligence and becomes useless.
  20,000
  gp
  60 lb.
   
  51
  
  Meazel
  “There’s really nothing more depressing than someone that has been taken by the Shadowfell and transformed into a meazel.
  Not because of their dreadful situation, but because their corpses were almost certainly more valuable in their original forms;
  meazel corpses simply don’t have that much to offer in terms of utility. Truly the Shadowfell knows how to rob even someone
  like me of their simple pleasures.” - Hamund
  DC Item Description
  Value Weight
  Crafting
  5 Meazel
  Hair
  (small
  bag)
  The meazel's body is covered with wispy tufts of black hair that flows and
  flutters like the edges of a shadow. Surprisingly soft for such a rough-natured
  creature, this hair is favored in lining leather armor for both its sound
  dampening and light absorbing properties.
  5 sp
  3 lb.
  10 Umbra
  Ichor
  (3
  vials)
  The thin liquid that flows through a meazel's veins acts similarly to blood, but
  is in fact concentrated shadow magic that has infused itself into the meazel's
  body. It is this substance that causes shadows to recognize the meazel as its
  own, allowing the wily creatures to slip in and out of them at will. When drunk
  by any other creature, it grants these same benefits, but be careful about taking
  it regularly; it can lead to overwhelming feelings of malaise and emptiness if
  one's intake is not managed properly. 
  Use: You may drink this ichor as an action. For the next hour, you have
  darkvision out to a range of 120 feet and you can take the Hide action as a
  bonus action while in dim light or darkness. During this time however, you also
  gain a sensitivity to sunlight and have disadvantage on attack rolls and Wisdom
  (Perception) checks that rely on sight when you, the target of your attack, or
  whatever you are trying to perceive is in direct sunlight.
  1 gp
  1 lb.
  Potion of the
  Shadowjumper
  Meazel Trinket Table
  Item
  Value
  Weight
  1 1 waterskin
  2 sp
  5 lb.
  2 1 whetstone
  1 cp
  1 lb.
  3 1d4 pouches of snacking insects
  6 cp
  1 lb.
  4 1 garrote
  5 cp
  -
  5 1d4 strings of critter bones and teeth
  1 sp
  1 lb.
  6 1 set of tattered clothes
  2 cp
  2 lb.
  7 1d6 pieces of stolen jewelry
  1 gp
  1 lb.
  8 4d10 copper pieces
  Varies
  Varies
  52
  
  Harvest Table: N
  Nagpa
  DC Item Description
  Value Weight
  Crafting
  10 Nagpa
  Claw
  Unlike most humanoids who are capable of building wonders with their hands,
  the sharp, gnarled claws of a nagpa are fit for only one purpose: destruction.
  Indeed, the magic that they emit from their claws never seem to involve building
  anything or transfiguring one thing into something better; it always seems to
  involve death and decay. The nagpas have become so good at this that they even
  developed their natural magic in one of their claws that disrupts and paralyzes the
  life functions of all creatures around them. When incorporated into a staff, this
  claw can channel the nefarious powers of a nagpa for all sorts of dark abilities.
  600
  gp
  2 lb.
  Staff of
  Maleficence
  15 Nagpa
  Heart
  The heart of a nagpa resembles the rest of its body: shriveled and twisted. In fact,
  their hearts are so corrupted that they are able to spread their taint to the hearts
  of others, bringing them under their dark sway. While it does take some skill to
  harvest this fragile organ without destroying it, the heart serves as a powerful
  charm for any spellcaster looking to enhance their own bewitching talents.  
  Use: While holding this item, if you cast a spell that would result in a creature
  becoming charmed by you, you may double both the range of the spell and its
  duration. Once used, this item may not be used again until the next dawn.
  1,800
  gp
  1 lb.
  20 Brand
  of the
  Raven
  Queen
  When the Raven Queen cursed the craven wizards that would become the
  nagpas, she branded her mark on their very souls, condemning them to long lives
  of torment and punishment for their deeds. Once the nagpa has finally been
  relieved of its mortal coil, this brand can be transferred to a sheet of spirit paper
  in an extremely difficult ritual. After being secured, the brand serves as a
  connection to the Raven Queen and can bestow on its owner a single one of her
  blessings...or curses depending on your outlook on things. Requires spirit paper.  
  Use: If you die while this item is on your person, you may choose to have your
  soul re-enter your body immediately, bringing you back to life, fixing any mortal
  wounds, and restoring your hit points to half their maximum. If you are
  resurrected in this way however, the visual marks of the cause of your death
  remain permanently scarred on your body, even if such marks would seemingly
  make it impossible for you to still be functioning. For example, if you died via fire,
  you would permanently bear grievous burn marks all over your body, or if you died
  via bludgeoning, your face would look permanently bruised and swollen. This item
  cannot be used if you died in a manner that would also cause your soul to be
  destroyed or trapped somewhere else.
  4,600
  gp
  1 lb.
  Nagpa Trinket Table
  Item
  Value
  Weight
  1 1 spellbook
  300
  gp
  7 lb.
  2 1 ritual dagger
  8 sp
  3 lb.
  3 1 arcane focus (staff)
  5 gp
  4 lb.
  4 1 set of fine clothes
  15 gp 6 lb.
  5 1 forgery kit
  15 gp 5 lb.
  6 1d4 mementos of a destroyed
  kingdom
  20 gp 2 lb.
  7 1d12 pieces of expensive jewelry
  50 gp 2 lb.
  8 10d10 gold pieces
  Varies Varies
  53
  
  Nightwalker
  “I must clear my name and state that I had nothing to do with the death of the nightwalker that I harvested to make this entry.
  I have no idea which pour soul ended up trapped in the Negative Plane due to this creature’s death, but I hope that wherever
  they are, they are happy to know the nightwalker also killed its assailants during their fight, thus exacting some revenge on
  those responsible for their eternal captivity.” - Hamund
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Nightwalker
  Horn (x2)
  The horns of a nightwalker act almost like an interplanar grounding rod.
  Within their semi-solid form lies ancient and forbidden magic that allows
  the nightwalker to remain in the Material Plane despite its paradoxical
  existence in our realm. When harvested properly, they can help keep any
  creature to keep a foothold in a realm they do not belong.  
  Use: While you have this horn on your person, you have advantage on any
  saving throw to resist being sent to another plane or teleported against
  your will.
  260 gp 15 lb.
  15 Nightwalker
  Doom
  Finger
  Very few creatures can boast the amount of power that the nightwalker
  carries in a single finger. Within this digit, the nightwalker is able to
  channel energy directly from its home plane, materializing in our reality as
  a beam of dark power that strikes a target with a small taste of what it is
  like to enter the destructive storms of the Negative Plane. It is
  extraordinarily dangerous to attempt to harvest or craft with this
  appendage, yet if you can successfully do both, you will possess a wand
  that channels the force of anti-life itself.  
  Use: While holding this finger, you may use your action to point it at a
  target you can see within 60 feet of you. The target must succeed on a DC
  21 Wisdom saving throw or take 4d12 necrotic damage and become
  frightened of you until the end of your next turn. While frightened in this
  way, the creature is also paralyzed. Once used, this item cannot be used
  again until the next dawn. In addition, every time you use this item, there is
  a 10 per cent chance that it will explode into a burst of anti-matter instead.
  If this occurs, the finger is destroyed and all creatures within 60 feet of
  you must make a DC 21 Constitution saving throw, suffering 4d6 necrotic
  damage and becoming paralyzed until the start of your next turn on a
  failure, or half that and no paralysis on a success.
  2,260
  gp
  5 lb.
  Wand of
  Doom
  20
  Negative
  Plane Echo
  Most of a nightwalker's semi-corporeal body appears to be formed from a
  wispy shadow substance that congels, flickers, and dissipates repeatedly in
  a maddening dance. This shadow is actually pure Negative Plane energy
  and only appears the way it does due to our limited senses. Most of this
  energy dissipates soon after the nightwalker's death, but quick hands can
  harvest some of it into spirit paper to later be transferred into a more solid
  vessel capable of utilizing the nullifying abilities of Negative Plane energy.
  Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the pent up
  energy inside and forcing all creatures within 60 feet of you must make a
  DC 21 Constitution saving throw, suffering 6d6 necrotic damage and
  becoming paralyzed until the start of your next turn on a failure, or half
  that and no paralysis on a success.
  4,600
  gp
  1 lb.
  Armor of
  Nullification
  25 Anti-Heart There is a great amount of debate as to whether nightwalkers exist
  naturally in the Negative Plane, or if they only come into being when a
  creature from the Material Plane crosses the threshold into that
  nightmarish realm. Supporters of the latter theory hold up the
  nightwalker's "anti-heart" as evidence to support their claim. This anti-
  heart appears to us as a dark, flame-like mote of negative energy nestled in
  the nightwalker's chest. The origin of its name is the fact that this organ
  seems to be diametrically linked to the trapped creature that released the
  nightwalker in the first place, shifting in unison with their own heartbeat
  and becoming stronger as the trapped creature grows weaker. Like all
  aspects of the nightwalker, the anti-heart exists only as a dark inversion of
  life and thus has powerful destructive and life-nullifying properties.  
  Use: While holding onto this heart, you may use your action to
  communicate with the creature whose entrapment in the Negative Plane
  spawned the nightwalker. You are able to send a verbal message to that
  creature from any plane and they may respond in kind but are under no
  obligation to do so. If that creature dies, this item loses its ability,
  indicated by the anti-heart becoming noticeably inert and lacking the
  flame-like wisps that usually surround it.
  12,000
  gp
  5 lb.
  Talisman of
  Annihilation
  54
  
  Harvest Table: O
  Oblex
  Oblex Spawn
  DC Item Description
  Value Weight Crafting
  5 Oblex
  Slime
  (vial)
  The slime of most oozes comprises little more than strings of proteins and acids that
  give them form and digestive capabilities. Oblexes are a little different however, as
  instead of simply digesting the body of its prey, an oblex also feeds on their mind and
  mental energies, thus necessitating a unique set of enzymes that react to the psionic
  field all creatures produce. These enzymes become mostly inert upon the oblex's
  death, but some Underdark societies have discovered fermentation techniques that can
  recycle the slime into an amnesia-inducing drink called "fade." This drink is famous for
  helping the imbiber forget bad memories; something you would probably want to do
  too if you lived in the horror that is the Underdark.
  2 gp
  1 lb.
   
  Adult Oblex
  DC
  Item
  Description
  Value Weight Crafting
  5
  Oblex
  Slime (3
  vials)
  The slime of most oozes comprises little more than strings of proteins and acids that
  give them form and digestive capabilities. Oblexes are a little different however, as
  instead of simply digesting the body of its prey, an oblex also feeds on their mind
  and mental energies, thus necessitating a unique set of enzymes that react to the
  psionic field all creatures produce. These enzymes become mostly inert upon the
  oblex's death, but some Underdark societies have discovered fermentation
  techniques that can recycle the slime into an amnesia-inducing drink called "fade."
  This drink is famous for helping the imbiber forget bad memories; something you
  would probably want to do too if you lived in the horror that is the Underdark.
  2 gp
  1 lb.
  10
  Dead
  Memory
  As the oblex consumes the body of its prey, it also absorbs their minds and
  memories. Where exactly these are stored is a mystery considering their lack of
  brain, but even without this knowledge, it is possible to extract these into a sheet of
  spirit paper following the oblex's death. For harvesting and crafting purposes, the
  specific individual's memories are unimportant. What we actually focus on is the
  lingering psionic resonance that they create as they call out within the confines of
  the oblex's nightmarish form. This energy is incredibly potent and is used by
  alchemists as the final catalyst for a particularly mind-bending concoction. Requires
  spirit paper.  
  Note: You can repeat the harvesting check for this item and get a new harvestable
  every time until the first time it is unsuccessfully harvested. The DC for this item
  increases by 2 every time it is harvested, however.
  58
  gp
  1 lb.
  Potion
  of the
  Gestalt
  55
  
  Elder Oblex
  DC
  Item
  Description
  Value Weight Crafting
  5 Oblex Slime
  (5 vials)
  The slime of most oozes comprises little more than strings of proteins and acids
  that give them form and digestive capabilities. Oblexes are a little different
  however, as instead of simply digesting the body of its prey, an oblex also feeds
  on their mind and mental energies, thus necessitating a unique set of enzymes
  that react to the psionic field all creatures produce. These enzymes become
  mostly inert upon the oblex's death, but some Underdark societies have
  discovered fermentation techniques that can recycle the slime into an amnesia-
  inducing drink called "fade." This drink is famous for helping the imbiber forget
  bad memories; something you would probably want to do too if you lived in the
  horror that is the Underdark.
  2 gp
  1 lb.
  10
  Dead
  Memory
  As the oblex consumes the body of its prey, it also absorbs their minds and
  memories. Where exactly these are stored is a mystery considering their lack of
  brain, but even without this knowledge, it is possible to extract these into a
  sheet of spirit paper following the oblex's death. For harvesting and crafting
  purposes, the specific individual's memories are unimportant. What we actually
  focus on is the lingering psionic resonance that they create as they call out
  within the confines of the oblex's nightmarish form. This energy is incredibly
  potent and is used by alchemists as the final catalyst for a particularly mind-
  bending concoction. Requires spirit paper.  
  Note: You can repeat the harvesting check for this item and get a new
  harvestable every time until the first time it is unsuccessfully harvested. The DC
  for this item increases by 2 every time it is harvested, however.
  58
  gp
  1 lb.
  Potion
  of the
  Gestalt
  15 Coalescence
  Gel (5 vials)
  As an oblex continues to absorb minds and memories, it grows into a larger
  form and is considered an elder oblex. At this point, the melange of
  consciousnesses that inhabit its amorphous form collapse in on themselves,
  creating a new texture and consistency in the oblex with a new set of chemical
  properties. These chemicals are very reactive to transfiguration and illusion
  magic, but can also be rendered into an oil that causes extreme brain damage to
  creatures it strikes.  
  Use: As an action, you may rub this gel into yourself where it is absorbed into
  you for the next 24 hours. During this time, if you cast the disguise self spell or
  similar self-targeted, illusion-based disguise magic, the gel reacts and shapes
  itself to the illusion, causing it to no longer fail to hold up to physical inspection.
  Note that this does not change your actual form to match the illusion, the gel
  merely creates a simulacrum that feels realistic to touch.
  140
  gp
  1 lb.
  Oil of
  the
  Memory
  Thief
  Ogres
  “I have met many, many ogres in my travels and none of them have displayed any aptitude for crafting or metalworking. Not
  only that, the goblins that they often associate with also display a distinct lack of patience for the finer weapon smithing arts.
  This only leads me to ask: where in the world are these ogres finding such large equipment to match their size?” - Hamund
  Ogre Battering Ram
  DC Item Description
  Value Weight Crafting
  5 Ogre
  Fat
  (3
  vials)
  An ogre has a repugnant odor that seems to combine moldy cheese, sour feet, and
  dank mud all at once. The fat around their rotund bellies seem to be the most potent
  source of this smell, and it takes a very stalwart alchemist to render this fat into tallow
  to make a vaguely magical candle.
  1 gp
  1 lb.
  Repelling
  Candle
  10 Ogre
  Hide
  The tough skin of an ogre is undoubtedly smelly and unpleasant. However, when
  tanned, it makes for a very durable leather, and many would tanners would be glad to
  have them.
  2 gp 30 lb.
  15 Ogre
  Hand
  (x2)
  Brutish, rough, and very large, the hands of an ogre are meant for little more than
  wielding a club to smash those smaller than their owner.
  5 gp 35 lb. Gauntlets
  of Ogre
  Power
  (DMG)
  Ogre Bolt Launcher
  DC Item Description
  Value Weight Crafting
  5 Ogre
  Fat
  (3
  vials)
  An ogre has a repugnant odor that seems to combine moldy cheese, sour feet, and
  dank mud all at once. The fat around their rotund bellies seem to be the most potent
  source of this smell, and it takes a very stalwart alchemist to render this fat into tallow
  to make a vaguely magical candle.
  1 gp
  1 lb.
  Repelling
  Candle
  10 Ogre
  Hide
  The tough skin of an ogre is undoubtedly smelly and unpleasant. However, when
  tanned, it makes for a very durable leather, and many would tanners would be glad to
  have them.
  2 gp 30 lb.
  15 Ogre
  Hand
  (x2)
  Brutish, rough, and very large, the hands of an ogre are meant for little more than
  wielding a club to smash those smaller than their owner.
  5 gp 35 lb. Gauntlets
  of Ogre
  Power
  (DMG)
  56
  
  Ogre Chain Brute
  DC Item Description
  Value Weight Crafting
  5 Ogre
  Fat
  (3
  vials)
  An ogre has a repugnant odor that seems to combine moldy cheese, sour feet, and
  dank mud all at once. The fat around their rotund bellies seem to be the most potent
  source of this smell, and it takes a very stalwart alchemist to render this fat into tallow
  to make a vaguely magical candle.
  1 gp
  1 lb.
  Repelling
  Candle
  10 Ogre
  Hide
  The tough skin of an ogre is undoubtedly smelly and unpleasant. However, when
  tanned, it makes for a very durable leather, and many would tanners would be glad to
  have them.
  2 gp 30 lb.
  15 Ogre
  Hand
  (x2)
  Brutish, rough, and very large, the hands of an ogre are meant for little more than
  wielding a club to smash those smaller than their owner.
  5 gp 35 lb. Gauntlets
  of Ogre
  Power
  (DMG)
  Ogre Howdah
  DC Item Description
  Value Weight Crafting
  5 Ogre
  Fat
  (3
  vials)
  An ogre has a repugnant odor that seems to combine moldy cheese, sour feet, and
  dank mud all at once. The fat around their rotund bellies seem to be the most potent
  source of this smell, and it takes a very stalwart alchemist to render this fat into tallow
  to make a vaguely magical candle.
  1 gp
  1 lb.
  Repelling
  Candle
  10 Ogre
  Hide
  The tough skin of an ogre is undoubtedly smelly and unpleasant. However, when
  tanned, it makes for a very durable leather, and many would tanners would be glad to
  have them.
  2 gp 30 lb.
  15 Ogre
  Hand
  (x2)
  Brutish, rough, and very large, the hands of an ogre are meant for little more than
  wielding a club to smash those smaller than their owner.
  5 gp 35 lb. Gauntlets
  of Ogre
  Power
  (DMG)
  57
  
  Harvest Table: R
  Retriever
  DC
  Item
  Description
  Value Weight Crafting
  10 Retriever
  Leg (x8)
  The metal of a retriever's legs are formed of a dark metal alloy that has been
  untouched by the warmth of the sun. Quite often, the materials that go into the
  retriever's body are actually stolen by the drow from their duergar neighbors, since
  drow societies usually do not have the expertise or patience to engage in such
  difficult metallurgy. Regardless, the end result is an incredibly sharp and durable
  edge that the retriever uses to either kill its quarry or to fend off anyone trying to
  protect them.
  30 gp 50 lb.
  Any
  piercing
  or
  slashing
  melee
  weapons,
  +2
  (DMG)
  15 Pedipalp
  Sensor
  (x2)
  Like all spiders, the retriever also has two small mandibles emerging from the
  underside of their "mouth" which are meant to funnel prey and food into their
  deadly maw. However, since a retriever does not eat, these pedipalp are
  repurposed for the retriever's tracking purposes, capable of finding even the
  tiniest scent of its quarry in the air. These pedipalp actually remain active when
  removed carefully from the retriever, however their utility is slightly reduced due
  to not having the support systems that the rest of the retriever's body would
  normally provide.  
  Use: If you hold an object owned by a creature to one of these pedipalp for at least
  1 minute, the pedipalp becomes tuned to that creature. When held loosely in one
  hand, the pedipalp will reorient itself towards the direction of the creature so long
  as it is within 5 miles and on the same plane of existence.
  250
  gp
  10 lb.
  20 Retriever
  Spirit
  Drow lack the technological prowess to create a fully sentient automaton the way
  the gnomes can. Instead, they rely on extraordinarily dark magic to provide the
  animating force for their constructs: torturing and binding a demon spirit until it
  can do nothing but obey and serve. The resulting spirit can hardly even be called
  by its original name, and at this point is little more than a tool to be used like any
  other. While it is distasteful, a skilled tinker can take this spirit and use it in their
  own experiments to lend them a darker, but stronger edge. Requires spirit paper.
  1,110
  gp
  1 lb.
  Tracker
  Drone
  25
  Beam
  Turret
  One of the retriever's most deadly weapons is the turret located near where its
  mouth should be. This turret's design is based off of blueprints stolen by the drow
  from workshops in the Abyss and is capable of firing incredibly potent streams of
  energy to either kill or debilitate the retriever's opponents. It is incredibly difficult
  to reverse engineer these turrets, but they can be modified into something more
  suitable for mortal hands to wield into battle. In a pinch, this turret may also be
  used to fire the last of its lingering magic, but doing so without the bracing
  systems that the retriever would normally provide will irreversibly damage this
  piece.  
  Use: As an action, you target one creature you can see within 60 feet of you,
  forcing them to succeed on a DC 18 Constitution saving throw or be paralyzed for
  1 minute. The paralyzed target can repeat the saving throw at the end of each of
  its turns, ending the effect on itself on a success. Once this ability has been used
  once, this turret breaks apart and becomes useless.
  4,700
  gp
  20 lb.
  Demon
  Cannon
  58
  
  Harvest Table: S
  Salamander, Frost
  “I must confess that I actually encountered frost salamanders before I met their fiery cousins. This led me to believe that the
  frost salamander was actually the default variety, and I ended up referring to the fire-based variety as “fire salamanders” for
  quite some time. The uncles at the Hamund clan hall still joke about it whenever I go back for family reunions.” - Hamund
  DC
  Item
  Description
  Value Weight
  Crafting
  5
  Frost
  Salamander
  Blood (7
  vials)
  The blood of a frost salamander moves with all the frigid pace of a glacier.
  Permanently cold to the touch, it retains some magic in it at all times that can
  be turned into a makeshift weapon oil to add frigid power to one's strikes.  
  Use: Can be used to coat up to 5 pieces of ammunition or one melee weapon.
  Applying this blood takes 1 minute. For the next minute, any creature
  successfully hit must make a DC 17 Constitution saving throw. On a failure,
  they suffer an additional 1d6 cold damage and their movement is halved until
  the start of your next turn.
  1 gp
  1 lb.
  10
  Frost
  Salamander
  Fang
  The fangs of a frost salamander carry within them all the bite of winter's cold.
  They are highly prized as a weapon material, and it is common to see strings
  of them adorning the necks of frost giants to boast of their hunting prowess.
  20
  gp
  2 lb.
  Frost
  Dagger
  15
  Frost
  Salamander
  Scales
  (large
  pouch)
  Like their fire-based cousins, frost salamander scales are incredibly valuable
  for their elemental harnessing properties. A frost salamander's scales stay
  supernaturally cold long after death, and they are coveted as materials for
  making iceboxes in the larders of wealthy individuals. Crafted into armor, they
  take advantage of the frost salamander's strange reaction to heat in which they
  seem to derive energy from blazing fires despite their own icy constitution.
  65
  gp
  18 lb. Permafrost
  Plate
  20
  Frost
  Salamander
  Breath
  Pouch
  Worse than a wintery blast, the breath of a frost salamander is capable of snap-
  freezing just about anything that it comes across. The organ responsible for
  such power is a melon-sized bladder located just above its gullet. Filled with
  special chemicals, this bladder can either be tapped for unique potion
  ingredients, or simply burst open to create a freezing explosion.  
  Use: As an action, you may throw this bladder to a space up to 20 feet away,
  causing it to burst upon impact, releasing a nova of freezing cold. Any creature
  within 10 feet of it must make a DC 17 Constitution saving throw, taking
  8d10 cold damage on a failed save or half as much damage on a successful
  one.
  700
  gp
  10 lb.
  Potion of
  the Ice
  Hunter
  Shadar-Kai
  “The shadar-kai are elves with the dubious honour of being blessed by the Raven Queen, having their forms altered to both
  serve her and survive in the Shadowfell. I’ll admit that I’m rather curious what other races would have looked like if they
  instead had been chosen by the Raven Queen, but I suppose a shadar-halfling would be more amusing than intimidating.” -
  Hamund
  59
  
  Shadar-Kai Trinket Table
  Item
  Value
  Weight
  1
  1d4 day's worth of rations
  5 sp
  2 lb.
  2
  1 iron idol of the Raven Queen
  5 gp
  3 lb.
  3
  1 book of poetry
  10 gp
  5 lb.
  4
  1 string of hunting trophies
  2 gp
  2 lb.
  5
  1 skin of sour wine
  2 sp
  1 lb.
  6
  1d4 bottles of soot
  3 cp
  2 lb.
  7
  1d6 precious gems
  50 gp
  2 lb.
  8
  7d10 gold pieces
  Varies
  Varies
  Gloom Weaver
  DC
  Item
  Description
  Value Weight Crafting
  5 Shadow
  Blight
  (3
  vials)
  Due to their prolonged exposure to the draining environment of the Shadowfell, the
  shadar-kai have become infused irrevocably with the shadows themselves. While this
  darkness permeates their entire being, the most obvious side effect is the way their
  own shadows seem to shift and fall from their being like smoke or dripping water.
  This unique shadow is referred to as "shadow blight" and is used as a catalyst in
  many nefarious potions and concoctions, or simply taken on its own to suppress
  one's emotions and life force whenever such a thing would become necessary.
  Requires enchanted vial.  
  Use: You may empty this vial over yourself, allowing the shadows to wash over you.
  For the next hour, you become preternaturally stoic and emotionless, and all of your
  regular life functions slow down considerably. During this time, you have advantage
  against being charmed and frightened and any ability check made to track you via
  your life functions such as heat emissions, scent, and vitality have disadvantage.
  15
  gp
  1 lb.
  10 Mark of
  the
  Raven
  Queen
  The Raven Queen is a notoriously difficult deity to worship. Mercurial, capricious, and
  distant at the best of times, it is no small wonder why she seems to boast so few
  followers. Yet, those that do serve her do so with utmost devotion. It is to these
  special few she grants her mark: a silhouetted raven head. From this mark, her
  followers are able to draw strength from the queen of death herself. Even when this
  mark has been removed from a deceased follower, it continues to channel power that
  can be repurposed into items usable even by those that shun her. The true question
  is whether this means we have found a loophole to her powers, or whether she
  simply doesn't care what we mortals do with her gifts.
  60
  gp
  1 lb.
  Raven
  Queen's
  Boon
  15 Gloom
  Weaver
  Heart
  A gloom weaver is a special shadar-kai that has become so infused with the dark
  energies of the Shadowfell, that it begins to emit some of it on its own. As a gloom
  weaver stalks its quarry through the Shadowfell, it emits an aura of pure destitution
  that saps the will to live from anyone not native to that plane. If removed with care,
  one can cause their hearts to pulse this foul aura by manually squeezing it in their
  hands, weakening the resolve of everyone within the vicinity.  
  Use: As an action, you may squeeze this heart, forcing all beasts and humanoids that
  are not shadar-kai within 10 feet of you to have disadvantage on saving throws until
  the start of your next turn. Once this ability has been used 5 times, the heart runs out
  of any remaining energy and dissolves into a useless dust.
  430
  gp
  1 lb.
  Shadow Dancer
  DC
  Item
  Description
  Value Weight Crafting
  5 Shadow
  Blight
  (3
  vials)
  Due to their prolonged exposure to the draining environment of the Shadowfell, the
  shadar-kai have become infused irrevocably with the shadows themselves. While this
  darkness permeates their entire being, the most obvious side effect is the way their
  own shadows seem to shift and fall from their being like smoke or dripping water.
  This unique shadow is referred to as "shadow blight" and is used as a catalyst in
  many nefarious potions and concoctions, or simply taken on its own to suppress
  one's emotions and life force whenever such a thing would become necessary.
  Requires enchanted vial.  
  Use: You may empty this vial over yourself, allowing the shadows to wash over you.
  For the next hour, you become preternaturally stoic and emotionless, and all of your
  regular life functions slow down considerably. During this time, you have advantage
  against being charmed and frightened, and any ability check made to track you via
  your life functions such as heat emissions, scent, and general vitality have
  disadvantage.
  15
  gp
  1 lb.
  10 Mark of
  the
  Raven
  Queen
  The Raven Queen is a notoriously difficult deity to worship. Mercurial, capricious, and
  distant at the best of times, it is no small wonder why she seems to boast so few
  followers. Yet, those that do serve her do so with utmost devotion. It is to these
  special few she grants her mark: a silhouetted raven head. From this mark, her
  followers are able to draw strength from the queen of death herself. Even when this
  mark has been removed from a deceased follower, it continues to channel power that
  can be repurposed into items usable even by those that shun her. The true question
  is whether this means we have found a loophole to her powers, or whether she
  simply doesn't care what we mortals do with her gifts.
  60
  gp
  1 lb.
  Raven
  Queen's
  Boon
  60
  
  Soul Monger
  DC
  Item
  Description
  Value Weight Crafting
  5 Shadow
  Blight
  (3
  vials)
  Due to their prolonged exposure to the draining environment of the Shadowfell, the
  shadar-kai have become infused irrevocably with the shadows themselves. While this
  darkness permeates their entire being, the most obvious side effect is the way their
  own shadows seem to shift and fall from their being like smoke or dripping water.
  This unique shadow is referred to as "shadow blight" and is used as a catalyst in
  many nefarious potions and concoctions, or simply taken on its own to suppress
  one's emotions and life force whenever such a thing would become necessary.
  Requires enchanted vial.  
  Use: You may empty this vial over yourself, allowing the shadows to wash over you.
  For the next hour, you become preternaturally stoic and emotionless, and all of your
  regular life functions slow down considerably. During this time, you have advantage
  against being charmed and frightened, and any ability check made to track you via
  your life functions such as heat emissions, scent, and general vitality have
  disadvantage.
  15
  gp
  1 lb.
  10 Mark of
  the
  Raven
  Queen
  The Raven Queen is a notoriously difficult deity to worship. Mercurial, capricious,
  and distant at the best of times, it is no small wonder why she seems to boast so few
  followers. Yet, those that do serve her do so with utmost devotion. It is to these
  special few she grants her mark: a silhouetted raven head. From this mark, her
  followers are able to draw strength from the queen of death herself. Even when this
  mark has been removed from a deceased follower, it continues to channel power
  that can be repurposed into items usable even by those that shun her. The true
  question is whether this means we have found a loophole to her powers, or whether
  she simply doesn't care what we mortals do with her gifts.
  60
  gp
  1 lb.
  Raven
  Queen's
  Boon
  15
  Soul
  Monger
  Heart
  A soul monger is one of the strongest and most pitiful soldiers in the Raven Queen's
  army. Racked by overwhelming feelings of ennui, these emotions in turn strengthen
  the soul monger's powers, making them feel even closer to the concept of death
  that their mistress embodies. Their hearts are surprisingly heavy for their size,
  weighed down as they are by negative emotions and pain. A simple squeeze is all it
  takes to release this stored power and ruin the strength of all those around you.  
  Use: As an action, you may squeeze this heart, causing all beasts and humanoids that
  are not shadar-kai within 5 feet of you to have their speed reduced by 20 feet until
  the start of your next turn. Once this ability has been used 5 times, it loses all
  remaining energy and dissolves into a useless dust.
  870
  gp
  3 lb.
  Void
  Talisman
  Skulk
  DC
  Item
  Description
  Value Weight Crafting
  10 Shadow
  Visage
  A skulk is a pitiful figure, a creature that has lost all sense of identity due to its
  endless wandering through the Shadowfell. The effects of this is so intense that they
  even lose their physical features, becoming virtually indistinguishable from a
  mannequin or dummy. If their blank faces are removed carefully, they can be
  repurposed as a magical mask that will also help hide your own identity from those
  gazing at you (mostly just because it covers your face).
  1 gp
  1 lb.
  Vacant
  Mask
  Skull Lord
  DC
  Item
  Description
  Value Weight
  Crafting
  10 Treachery
  Skull (x3)
  A skull lord is formed when three treacherous individuals fail a dark master
  who punishes them with eternal bondage to one another. The level of hate and
  betrayal necessary to warrant such a cruel punishment is reserved only for the
  most wicked of creatures, and such acts of evil have a tendency to leave
  magical traces in the bodies of those creatures themselves. As such, the skulls
  of a skull lord carry strong traces of dark magic, something you can tell even
  by just looking at their permanently smirking faces.  
  Use: So long as you carry this skull on your person, you have advantage on
  Charisma (Deception) checks and any attempt to magically compel you to tell
  the truth or to discern your true intentions automatically fails.
  205
  gp
  7 lb.
  15
  Trident
  Spine
  While at a cursory glance, the skull lord may seem like an ordinary human
  skeleton with two extra skulls jammed on, there are actually many more subtle
  differences than that. One is the so-called "trident spine," a twisted, branching
  version of the human spine that resembles the weapon that bears its name.
  1,285
  gp
  30 lb.
  Staff of the
  Chained
  Spell
  20
  Fused
  Soul
  The creation of a soul lord is an irreversible process; once three wretched
  individuals have been bound together by whatever dark force sought to punish
  them, they are joined for all eternity. Even their souls become merged into a
  chaotic swirl of conflict and hate that would seem impossible were it not for
  the sheer spite that all three use to maintain the cohesion of their spirit. In
  magical terms, the fused soul of a skull lord is extremely valuable for use as a
  crafting material as it displays properties that cannot be found anywhere else
  in the multiverse. Requires spirit paper.
  2,880
  gp
  1 lb.
  Amulet of
  Spiritual
  Obfuscation
  61
  
  Sorrowsworn
  “Back when I was a young man, harvesting anything and everything, my friends used to joke that I would harvest a creature’s
  emotions if I could! I can only guess what their reactions would be if they found me harvesting the literal walking emotions
  that are the sorrowsworn today.” - Hamund
  The Angry
  DC
  Item
  Description
  Value Weight Crafting
  10
  Boiling
  Blood (3
  vials)
  The blood of the angry permanently bubbles and boils, long after death has
  finally calmed their rage. Within this blood is the pure manifestation of the
  Shadowfell's fury: the feeling of malevolence and frustration that all creatures
  who become trapped there inevitably feel about their imprisonment.  
  Use: When you drink this blood, you become preternaturally angry for the next
  10 minutes. During this time, you cannot cast or maintain concentration on
  any spells, but any time a creature damages you, you have advantage on
  weapon attacks against that creature until the end of your next turn. If you hit
  on this attack, you may roll an additional damage dice from your weapon and
  add the result to your total.
  50 gp
  1 lb.
  15 Sorrowsworn
  Anger Hook
  (x2)
  The hooks that make the Angry's hands are more than simple keratin or bone
  like would be found on normal monsters. Instead, these hooks are formed
  from pure emotion and are able to channel the psychic rage that the
  sorrowsworn feels at all times. Transforming it for mortal use is a difficult task,
  but the result is a chain that can when used in battle, can transform even the
  most devoted pacifist into a rage-fueled embodiment of violence.
  250
  gp
  10 lb. Chain of
  Violence
  20 Primal Anger The sorrowsworn are beings of pure emotion, spawned from the collective
  psyche of the Shadowfell itself. After their corporeal forms have been slain,
  this emotion leaks back into its home plane, unless captured first by a
  harvester skilled with their spirit paper. Whenever this emotion is released, it
  will then embody the closest creature to it, temporarily granting a myriad of
  abilities depending on the sorrowsworn. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the anger inside to
  possess the nearest living creature for the next 10 minutes. While possessed
  by anger, a creature has advantage on melee weapon attacks and all attacks
  against them have advantage. Whenever a creature possessed by anger
  successfully hits a target with a melee weapon attack, they may choose to
  make a shove attack against that target as a bonus action.
  1,000
  gp
  1 lb.
  The Hungry
  DC
  Item
  Description
  Value Weight Crafting
  10 Scouring
  Bile (3
  vials)
  The hunger craves more than simply flesh, bone, and gristle to satiate their
  constant appetites. These sorrowsworn consume anything and everything; from
  intangible objects like the screams of their prey to even concepts like the fear of
  their victims. In order to digest such strange delicacies, the hunger uses a magical
  bile that is capable of scouring away virtually anything from what it touches. If
  diluted and stored properly, its more harmful aspects can be reduced and actually
  be repurposed for more medicinal uses. Requires enchanted vial.  
  Use: As an action, you may pour this bile on yourself, suffering 1d8 acid damage in
  the process. If you do so while suffering something that would allow you to end its
  effect by rolling a successful saving throw at some point, you may make that
  saving throw immediately, adding a bonus to your roll equal to the amount of acid
  damage you took. If you are suffering under multiple effects simultaneously, you
  may attempt to make a saving throw for all of them, making a separate roll for
  each one. Attempting a saving throw in this way does not prevent you from
  attempting again later when you normally would be able to.
  45
  gp
  1 lb.
  15 Ravenous
  Maw
  Capable of fitting an entire man's head inside of it, the yawning mouth of the
  hungry is a dark pit into which you should hope to never have to see. That said, if
  you are capable of slaying one of these sorrowsworn, their jawbone is incredibly
  useful as a weapon that literally hungers for the death of your enemies. Just be
  careful that it's ravenous influence does not spread to you.
  370
  gp
  10 lb.
  Axe of
  the
  Devourer
  20
  Primal
  Hunger
  The sorrowsworn are beings of pure emotion, spawned from the collective psyche
  of the Shadowfell itself. After their corporeal forms have been slain, this emotion
  leaks back into its home plane, unless captured first by a harvester skilled with
  their spirit paper. Whenever this emotion is released, it will then embody the
  closest creature to it, temporarily granting a myriad of abilities depending on the
  sorrowsworn. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the hunger inside to
  possess the nearest living creature for the next 10 minutes. Whenever a creature
  possessed by hunger sees a creature regain hit points, they gain advantage on
  their next melee weapon attack, and if that attack is successful, they deal an
  additional 2d10 necrotic damage.
  750
  gp
  1 lb.
   
  62
  
  The Lonely
  DC
  Item
  Description
  Value Weight Crafting
  10
  Lonely
  Blood (3
  vials)
  The black ichor that flows through the lonely's veins seems to yearn for those
  around it; sticking relentlessly to whatever it touches and never letting go. It takes
  a powerful throat to manage to swallow such a thick ooze, and an even stronger
  constitution to do so unharmed. It does, however, contain many benefits for
  whoever manages to do so and helps one to really appreciate the company of
  those around them. Required enchanted vial.  
  Use: You may drink this blood as an action. For the next 10 minutes, you have
  advantage on attack rolls while you are within 30 feet of at least two other
  creatures. You otherwise have disadvantage on attack rolls.
  25
  gp
  1 lb.
  15 Harpoon
  Arm (x2)
  The lonely carries two deadly harpoons designed to reel in their prey and grapple
  them in a twisted embrace. These harpoons are considerably stronger than the
  average whaler's harpoon, however, and can be turned into a fine weapon that
  inverts the lonely's magical signature and actually keeps your foes away from you.
  95
  gp
  15 lb. Lance of
  Isolation
  20
  Primal
  Loneliness
  The sorrowsworn are beings of pure emotion, spawned from the collective psyche
  of the Shadowfell itself. After their corporeal forms have been slain, this emotion
  leaks back into its home plane, unless captured first by a harvester skilled with
  their spirit paper. Whenever this emotion is released, it will then embody the
  closest creature to it, temporarily granting a myriad of abilities depending on the
  sorrowsworn. Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the loneliness inside to
  possess the nearest living creature for the next 10 minutes. Any creature that
  starts its turn within 5 feet of a creature possessed by loneliness must succeed on
  a DC 15 Wisdom saving throw or take 2d6 psychic damage.
  450
  gp
  1 lb.
  The Lost
  DC Item Description
  Value Weight
  Crafting
  10 The
  Lost
  Arm
  Spike
  (x3)
  As a creature condemned to become a lost of the sorrowsworn continues their futile
  pilgrimage through the Shadowfell, their features inevitably take on aspects of the
  desolate land around them. One such key feature is how their arms warp to resemble
  the jagged spikes and rocks of the Shadowfell peaks. These arms are often used to
  embrace other creatures in a deadly hug, but become great weapon material when
  repurposed. It is in fact common to find shadar-kai wielding spears made from these
  arms, which they find easier to use in conjunction with their shadow manipulating
  abilities.
  13
  gp
  15 lb.
  Spear, +1
  (DMG)
  15 The
  Lost
  Skin
  The skin of the lost is as dry and desiccated as that of a long-dead mummy; the
  result of their eternal wandering through the windswept valleys and mountains of
  the Shadowfell. It takes an experienced leatherworker to tan this hide into a form
  that won't simply crumble away as soon as it is worn, but the successful result is a
  leather that protects the wearer from even the most inhospitable environments the
  multiverse can offer.
  100
  gp
  10 lb. Wanderer's
  Hide
  The Wretched
  DC
  Item
  Description
  Value Weight Crafting
  10
  The
  Wretched
  Fangs
  (small
  bag)
  The tiny fangs of the wretched resemble that of a leech in the way they latch onto
  their prey and refuse to let go. These teeth make supremely wonderful hooks, even
  if there is rarely anything to catch in the desolate wastes of the Shadowfell.
  2 sp
  6 lb.
  15
  The
  Wretched
  Spirit
  The wretched are exactly that; tiny horrors to behold and to fight. The trouble with
  fighting a pack of these comes not with their bite, but their simple-minded
  obsession with hunting their prey to the ends of the Shadowfell. While the thought
  of embodying this same spirit may seem unpleasant, it does grant the user the
  same stubbornness and wicked ruthlessness that these sorrowsworn possess.
  Requires spirit paper.  
  Use: As an action, you may tear this item open, releasing the wretchedness inside
  to possess the nearest living creature for the next 10 minutes. A creature
  possessed by wretchedness may use their reaction to move up to half their speed
  whenever a hostile creature willingly moves away from them. This movement must
  be used to move themselves closer to that hostile creature.
  1 gp
  1 lb.
  63
  
  Star Spawn
  Star Spawn Grue
  DC
  Item
  Description
  Value Weight Crafting
  5
  Grue
  Fangs
  (small
  bag)
  The teeth of the star spawn grue are misshapen, discolored, and many. They are
  incredibly unsettling to behold and even to own; they seemingly rattle by
  themselves in their bag, go missing and reappear at random, move too much or too
  little in relation to how they're shaken, and other strange phenomenon. They are
  best sold off quickly to whatever strange collector is willing to take them.
  2 sp
  3 lb.
  10 Psionic
  Overflow
  The star spawn are notorious for the way in which they interfere with minds of
  creatures native to the Material Plane. While research on them is sparse at best, it is
  widely believed that this phenomenon is due to the discordant resonance that their
  own minds constantly emit that is at odds with our own. Who knows? Perhaps on
  their own worlds, the star spawn are harmless and peaceful, only becoming violent
  and cruel when they interact with creatures like us that are incompatible with their
  own structure of reality. Further study is definitely needed on this topic, thus fueling
  demand for samples of the star spawn's inherent psychic energy. Requires spirit
  paper.
  2 gp
  1 lb.
  Star Spawn Hulk
  DC
  Item
  Description
  Value Weight Crafting
  10 Psionic
  Overflow
  The star spawn are notorious for the way in which they interfere with minds of
  creatures native to the Material Plane. While research on them is sparse at best, it
  is widely believed that this phenomenon is due to the discordant resonance that
  their own minds constantly emit that is at odds with our own. Who knows?
  Perhaps on their own worlds, the star spawn are harmless and peaceful, only
  becoming violent and cruel when they interact with creatures like us that are
  incompatible with their own structure of reality. Further study is definitely needed
  on this topic, thus fueling demand for samples of the star spawn's inherent
  psychic energy. Requires spirit paper.
  2 gp
  1 lb.
  15
  Star
  Spawn
  Hulk
  Hide
  The eerie, translucent hide of the star spawn hulk glistens like the refracted light
  of a far away star and yet, is as tough as twice-boiled leather. Indeed, little work
  needs to be done to transform this hide into a proper piece of armor. However,
  there are rumors that wearers of this armor begin acting a little...eccentric after a
  while, so probably best to take it off once in a while if you can.
  260
  gp
  40 lb.
  Doublet
  of Cosmic
  Protection
  20
  Star
  Spawn
  Hulk
  Brain
  A star spawn hulk's brain is unlike anything found on the Material Plane. Instead
  of the soft, squishy gray matter that we would be familiar with, the brain of a star
  spawn hulk resembles a large opal, through which the light of the cosmos
  constantly gleams. This feature is most likely by design, as the hulk is used by its
  masters as an amplifier for their psionic barrages; any such attack on the hulk
  simply reflects off onto other creatures around them. The uses of such a resource
  are obvious for any crafter, but the structure of this organ is still so alien that
  many are afraid to work with it.  
  Use: So long as you have this brain on your person, your thoughts and location
  can't be discerned by magic. In addition, if you take psychic damage, you may
  spend your reaction to force all creatures within 10 feet of you to make a DC 17
  Intelligence saving throw. On a failure, a creature receives an amount of psychic
  damage equal to the amount that you just received.
  875
  gp
  7 lb.
  64
  
  Star Spawn Larva Mage
  “If there’s anything that drives me up a wall, it’s a creature that doesn’t leave behind a stable corpse to harvest. When I killed a
  larva mage and saw it dispersing into writhing vermin, I was just about ready to cry out in frustration. However, on a lark, I
  tried harvesting the worms instead. To my delight, the attempt was successful (and also quite profitable). I’m not sure what the
  moral of this story is, something to do with never giving up, I suppose?” - Hamund  
   
  In order to harvest the star spawn larva mage, you must first kill the swarm of insects that is formed when it uses its return to
  worms trait. The bulk of this swarm is treated as the larva mage’s corpse for the purpose of harvesting.
  DC
  Item
  Description
  Value Weight Crafting
  10
  Star Spawn
  Venom (3
  vials)
  It is questionable if the toxins that line the fangs of star spawn worms are
  toxins at all. Analysis by the finest alchemical minds can find no
  resemblance between it and any other toxin found on our plane. As such, it
  is widely believed that their "venomous" nature is simply the fact that their
  makeup is so foreign to our bodies that they simply do not know how to
  react and they shut down instead to prevent even worse harm.  
  Use: Can be used to coat up to 5 pieces of slashing or piercing ammunition
  or one slashing or piercing weapon. Applying the poison takes 1 minute. For
  the next minute, any creature successfully hit must succeed on a DC 19
  Constitution saving throw or take 2d8 necrotic damage and become
  poisoned until the end of your turn.
  230
  gp
  1 lb.
  15
  Star Worms
  (large pouch)
  The worms that constitute the writhing mass of the larva mage are unlike
  any found on any of the familiar planes. They do not breed and they do not
  eat in ways that make sense to the rest of us. Vivisection has revealed that
  they have no internal organs, and are really more akin to writhing black
  tubes of organic star dust. Study into them remains difficult, especially
  since any researcher that does so seems to descend into madness soon
  after. The only reliable use for these worms have been discovered by half-
  crazed alchemists that have rendered them down into a concoction that is
  surprisingly spicy in flavor.
  1,850
  gp
  3 lb.
  Potion of
  the Space
  Worm
  20
  Alien
  Consciousness
  The alien consciousness that merges with a cultist to form a larva mage is
  so strange and foreign to us that to even behold it is to go mad. The most
  we can hope to do is trap a whisper of it inside spirit paper and hand it to a
  crafter that has the mental fortitude to handle such a volatile essence.
  Requires spirit paper.
  4,000
  gp
  1 lb.
  Amulet
  of the
  Expanded
  Mind
  Star Spawn Mangler
  DC
  Item
  Description
  Value Weight Crafting
  10 Psionic
  Overflow
  The star spawn are notorious for the way in which they interfere with minds of
  creatures native to the Material Plane. While research on them is sparse at best, it is
  widely believed that this phenomenon is due to the discordant resonance that their
  own minds constantly emit that is at odds with our own. Who knows? Perhaps on
  their own worlds, the star spawn are harmless and peaceful, only becoming violent
  and cruel when they interact with creatures like us that are incompatible with their
  own structure of reality. Further study is definitely needed on this topic, thus
  fueling demand for samples of the star spawn's inherent psychic energy. Requires
  spirit paper.
  2 gp
  1 lb.
  15
  Star
  Spawn
  Mangler
  Arm (x4)
  The star spawn mangler is a horrid creature that lurks on the edges of both sight
  and mind. Difficult to fathom properly even in visible light, they are very capable of
  using their gangly arms to fulfill their namesake. The claws they wield are sharp and
  many; as such they make wonderful harvesting sources for weaponry.
  25
  gp
  15 lb.
  Any
  piercing
  or
  slashing
  melee
  weapon,
  +1
  (DMG)
  65
  
  Star Spawn Seer
  DC
  Item
  Description
  Value Weight Crafting
  5
  Star
  Spawn
  Seer
  Tumor
  (large
  bag)
  As a star spawn entity merges with a mortal body, it warps its form with horrible
  tumors and growths. This is due to the space-warping presence of the star spawn
  enacting its influence on a physical body. As such, the tumors themselves are extra-
  dimensional anomalies and are extremely useful as items for research into the stars
  and the mysteries of the multiverse. A curious quality of these tumors is that
  gathering enough of them in one spot tends to result in spatial anomalies around
  them such as random objects floating, distances not matching initial perceptions,
  and endlessly duplicated spaces, among others.
  1 gp
  5 lb.
  10 Psionic
  Overflow
  The star spawn are notorious for the way in which they interfere with minds of
  creatures native to the Material Plane. While research on them is sparse at best, it is
  widely believed that this phenomenon is due to the discordant resonance that their
  own minds constantly emit that is at odds with our own. Who knows? Perhaps on
  their own worlds, the star spawn are harmless and peaceful, only becoming violent
  and cruel when they interact with creatures like us that are incompatible with their
  own structure of reality. Further study is definitely needed on this topic, thus
  fueling demand for samples of the star spawn's inherent psychic energy. Requires
  spirit paper.
  2 gp
  1 lb.
  15
  Star
  Spawn
  Seer
  Brain
  The corrupted mind of a star spawn seer is almost unrecognizable from its original
  humanoid form. Instead of lobes and wrinkles, this brain seems to be more a
  random mass of writhing tentacles that attach themselves to the soft skull of the
  seer. These continue to move and twitch long after the seer's death and it is
  speculated by some that the brain is in fact the totality of the star spawn's physical
  form; that the star spawn entity is in fact more like a parasite inside the cranial
  cavity of its humanoid host.
  640
  gp
  6 lb.
  Helm
  of the
  Dark
  Reach
  20 Elder Star
  Fragment
  Within a rare few star spawn is a small, durable shard that shines with the white
  light of an collapsing star. Extraordinarily difficult to work with, these fragments
  contain the power of celestial bodies themselves and can forge weapons that
  glitter with the maddening beauty of the distant cosmos.
  1,110
  gp
  10 lb.
  Star
  Breaker
  Steeder
  Female Steeder
  DC
  Item
  Description
  Value Weight Crafting
  10 Steeder Leg
  (x4)
  The sticky legs of a steeder act as their main method for ensnaring prey. While
  they are certainly strong, the cartilage quickly breaks down following the
  steeder's death. However, they can still be rendered down for their adhesives,
  much like turning horse hooves into glue. Duergar society is literally kept
  together by this adhesive, and as such, these legs are always in high demand.
  5 sp 12 lb.
  15
  Steeder
  Shell
  A hardy exoskeleton befitting a creature that resembles a giant spider. This
  hardy, yet lightweight shell has a myriad of uses ranging from housing, to tools,
  to armor.
  1 gp 60 lb.
  20
  Female
  Steeder
  Pheromones
  (vial)
  A female steeder keeps to its arachnid-like resemblance by devouring its mate
  after breeding. In order to circumvent the instinctive fear that a male would have
  towards its natural predator, a female steeder is capable of producing a special
  pheromone that attracts them and overrides their usual survival instincts. This
  pheromone actually works on other, similar creatures as well, and wild steeders
  have been known to use it to attract other prey when they feel the need to hunt. 
  Use: As an action, you may smear this bottle of pheromones on the ground next
  to you. For the next 10 minutes, the first time an insectoid or arachnid creature
  comes or starts its turn within 60 feet of that spot, they must succeed on a DC
  10 Wisdom saving throw or be forced to use any of its available speed and Dash
  action to move towards that spot, using the safest and most direct route
  possible. A creature that succeeds on the saving throw is immune to the effects
  of this item for the next 24 hours.
  3 gp
  1 lb.
  Male Steeder
  DC
  Item
  Description
  Value Weight Crafting
  10 Steeder
  Leg
  (x4)
  The sticky legs of a steeder act as their main method for ensnaring prey. While they
  are certainly strong, the cartilage quickly breaks down following the steeder's death.
  However, they can still be rendered down for their adhesives, much like turning horse
  hooves into glue. Duergar society is literally kept together by this adhesive, and as
  such, these legs are always in high demand.
  5 sp 12 lb.
  15 Steeder
  Shell
  A hardy exoskeleton befitting a creature that resembles a giant spider. This hardy, yet
  lightweight shell has a myriad of uses ranging from housing, to tools, to armor.
  1 gp 60 lb.
  66
  
  Steel Predator
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Target's
  Spoor
  At the core of a steel predator is a trace of its primary target: it is this
  identifiable possession that defines the steel predator's purpose and entire
  existence. This item can be recovered if the predator's body isn't too damaged,
  but it is quite a mixed bag on what may pop out.
  Variable
  N/A
  10
  Steel
  Predator
  Claw
  (x4)
  The claws of the steel predator take inspiration from many of the beasts
  through the multiverse and are intended to be machine-precise weapons of
  perfection. The compositing alloy alone is the envy of blacksmiths everywhere,
  and they can easily be reforged into an incredibly sharp weapon.
  150 gp 30 lb.
  Any
  piercing or
  slashing
  melee
  weapon,
  +2 (DMG)
  15 Predator
  Sensor
  Located where the brain would be in a normal creature, the predator sensor
  resembles a large black tuning fork with several rings of notches on its prongs.
  This sensor is one of the finest tracking implements ever invented and is
  capable of both tracking prey across dimensions and supplying the predator
  with incredibly sharp senses. With a slight bit of tinkering, it can be rewired to
  hook into the senses of a normal creature with much the same effect.
  1,150
  gp
  5 lb.
  Helm of
  the
  Predator
  20 Artificial
  Voice
  Box
  The voice box of a steel predator is capable of releasing a cacophony of noise
  that seems to be the perfect fusion of every apex predator's roar and howl. This
  terrifying noise speaks to something primal inside the mind, bypassing the
  fight-or-flight response and landing simply on freeze.  
  Use: As an action, you may activate this voice box, emitting a roar in a 60-foot
  cone in front of you. Each creature in that area must make a DC 19
  Constitution saving throw. On a failed save, a creature takes 5d10 thunder
  damage, drops everything it's holding, and is stunned for 1 minute. On a
  successful save, a creature takes half as much damage and suffers no other
  effect. A stunned creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success. Once used, this item cannot be
  used again until the next dawn. In addition, every time this item is used, there
  is a 25 per cent chance that it falls apart from lack of maintenance and
  becomes useless.
  2,220
  gp
  15 lb.
  25 Adaptive
  Plating
  Although the steel predator is a heartless metal construct, the master
  craftsmanship that went into it means that it moves, fights, and hunts much
  like a real beast. This is especially true in its mastercrafted metal plating which
  flexes and bends as if it were skin. While such incredible smithing is
  impossible for any mortal to achieve, they are still capable of reusing existing
  samples into a durable armor that feels more like a second skin than a full set
  of plate.
  6,750
  gp
  90 lb. Terminator
  Armor
  Stone Cursed
  DC
  Item
  Description
  Value Weight Crafting
  5
  Living
  Rubble
  (large
  bag)
  The rubble created upon the death of a stone cursed is soaked in the magical traces
  of alchemy that animated the stone cursed in the first place. This rubble has use in
  cementing roads and building bridges as it demonstrates a certain amount of flex
  and expansion that would cause a regular stone to crack. In fact, it is not
  uncommon for an alchemist to earn some extra coin for the local government by
  collecting basilisk victims, turning them into stone cursed, and then quickly
  harvesting them for this precious material.
  1 gp 30 lb.
  10 Petrifying
  Ichor (3
  vials)
  Dripping from the stone cursed's hands is a thick grey goo that is capable of
  spreading its horrible petrifying curse to others upon entering a fresh wound. This
  goo is produced by the stone cursed itself, but is based off essences of both the
  basilisk and the cockatrice and combines elements from both of them.  
  Use: Can be used to coat up to 5 pieces of slashing or piercing ammunition or one
  slashing or piercing weapon. Applying this ichor takes 1 minute. For the next
  minute, any creature successfully hit must succeed on a DC 12 Constitution saving
  throw, or it begins to turn to stone and is restrained until the end of its next turn,
  when it must repeat the saving throw. The effect ends if the second save is
  successful; otherwise the target is petrified for 24 hours.
  2 gp
  2 lb.
  67
  
  Sword Wraith
  “I’ve always wondered: if a sword wraith is formed when a soldier dies before seeing glory in battle, is it possible for a
  harvesting wraith to be formed when a harvester dies before snagging their dream trophy? Much like the actual sword wraiths
  that I slew to make this entry, this question haunted me for quite some time. In the end, I decided that the best way for me to
  avoid this hypothetical fate was to ensure that I harvested anything and everything that I set my fancy to.” - Hamund
  Sword Wraith Commander
  DC
  Item
  Description
  Value Weight Crafting
  5
  Black Blood
  (3 vials)
  As a spiritual entity, many would assume that wraiths do not have blood, and in
  most definitions they would be correct. The "blood" to be harvested from a
  sword wraith is actually a congealed ooze that drips in their wake from their
  phantom wounds; a constant reminder of their abrupt deaths and lost chance
  of glory. Running this blood through a crucible can provide some of the
  important components for the useful potion of heroism.
  7 gp
  1 lb.
  Potion
  of
  Heroism
  (DMG)
  10
  Lost Valor
  Like many spirits, the sword wraith is bound to the plane of its death by
  feelings of regret and unfinished business. In the sword wraith's case, this is
  their rage at the loss of their chance to win glory in battle. This rage consumes
  them and fuels both their incorporeal form and their reckless battle tactics. If
  captured in spirit paper, it can be embodied inside the wielder, granting them
  the same bravery and deathless zeal at the cost of some tactical sensibility.
  Requires spirit paper.  
  Use: As an action, you may tear this item open, causing you to become
  embodied by the lost valor for the next hour. While embodied, you cannot take
  the Hide action, but you also cannot be frightened, and whenever you are
  reduced to 0 hit points and not killed immediately, you may roll a d20. On an
  11 or higher, you instantly regain 1 hit point.
  20
  gp
  1 lb.
  15 Commander's
  Mark
  A true commander feels the pain of the soldiers under their command; as
  such, you can imagine that it is incredibly painful for them to feel the crushing
  regret of their entire army dying in vain. A sword wraith commander's feelings
  of helpless responsibility often manifest themselves into tangible tokens that
  represent their damaged sense of authority: a dented badge, a torn flag, etc.
  These marks are highly prized for their strong emotional resonance and can
  easily be repurposed into useful magical items, or simply sold as morbidly
  curious trinkets.
  355
  gp
  3 lb.
  Boon of
  the
  Wraith
  Leader
  Sword Wraith Warrior
  DC Item Description
  Value Weight Crafting
  5 Black
  Blood
  (3
  vials)
  As a spiritual entity, many would assume that wraiths do not have blood, and in most
  definitions they would be correct. The "blood" to be harvested from a sword wraith is
  actually a congealed ooze that drips in their wake from their phantom wounds; a
  constant reminder of their abrupt deaths and lost chance of glory. Running this blood
  through a crucible can provide some of the important components for the useful
  potion of heroism.
  7 gp
  1 lb.
  Potion
  of
  Heroism
  (DMG)
  10 Lost
  Valor
  Like many spirits, the sword wraith is bound to the plane of its death by feelings of
  regret and unfinished business. In the sword wraith's case, this is their rage at the loss
  of their chance to win glory in battle. This rage consumes them and fuels both their
  incorporeal form and their reckless battle tactics. If captured in spirit paper, it can be
  embodied inside the wielder, granting them the same bravery and deathless zeal at the
  cost of some tactical sensibility. Requires spirit paper.  
  Use: As an action, you may tear this item open, causing you to become embodied by
  the lost valor for the next hour. While embodied, you cannot take the Hide action, but
  you also cannot be frightened, and whenever you are reduced to 0 hit points and not
  killed immediately, you may roll a d20. On an 11 or higher, you instantly regain 1 hit
  point.
  20
  gp
  1 lb.
  68
  
  Harvest Table: T & U
  Tortles
  “I’ve always liked tortles. Their natural wanderlust makes them fantastic travelling companions, and their ability to carry large
  quantities of supplies on their shells make them fantastic porters. Although I have ended up autopsying a few of the tortles
  that travelled with me, I must state that I obtained their express, oral permission to do so just before they died…or at least I’m
  pretty sure that’s what they said.” - Hamund
  Tortle Trinket Table
  Item
  Value
  Weight
  1 1d6 days' worth of rations
  5 sp
  2 lb.
  2 1 memento from home
  2 gp
  1 lb.
  3 1d4 bags of chewing fungi
  8 cp
  -
  4 1d4 bottles of shell wax 1 sp
  1 lb.
  5 1 small wind instrument
  2 gp
  1 lb.
  6 1 flask of homemade berry-wine
  1 sp
  1 lb.
  7 1d4 pieces of simple wooded jewelry
  6 cp
  1 lb.
  8 2d10 gold pieces
  Varies
  Varies
  Tortle
  DC Item Description
  Value Weight Crafting
  15 Tortle
  Shell
  Considering the big trade in turtle shells for cosmetics, decorations, or even
  aphrodisiacs, it is no small wonder that there is an illicit trade in harvested tortle shells.
  Although they are, for the most part, gentle and good-natured people, wandering tortles
  should maintain constant vigilance for poachers and traffickers looking to make some
  quick coin.
  2 gp 100 lb.
  Tortle Druid
  DC Item Description
  Value Weight Crafting
  15 Tortle
  Shell
  Considering the big trade in turtle shells for cosmetics, decorations, or even
  aphrodisiacs, it is no small wonder that there is an illicit trade in harvested tortle shells.
  Although they are, for the most part, gentle and good-natured people, wandering tortles
  should maintain constant vigilance for poachers and traffickers looking to make some
  quick coin.
  2 gp 100 lb.
  69
  
  Trolls
  “I do wish that other creatures had the adaptable nature that the trolls do. Imagine being able to enter a new biome and
  finding the same creatures but with a wonderful new spin on them. I’ll tell you what, it would certainly keep the sense of
  adventure alive (as opposed to all the creatures that I would soon be harvesting).” - Hamund
  Dire Troll
  DC
  Item
  Description
  Value Weight Crafting
  5
  Troll
  Flesh
  (30
  pounds)
  While the taste leaves much to be desired, troll flesh is indeed nutritious and can be
  a very sustainable source of sustenance. It is however not recommended to be used
  as a long-term food option, as repeated consumption can lead to strange effects in
  the eater. Use: A pound of troll flesh can be consumed to fulfill any food
  requirements you may have for an entire day. A pound of troll flesh that has not
  been exposed to fire or acid will regenerate a quarter pound of flesh every 24 hours.
  If you eat 3 pounds of troll flesh within a time frame of 7 days, you must succeed
  on a DC 15 Constitution saving throw or undergo a permanent mutation in which
  one of your body parts changes to look more troll-like (but with no added benefits).
  This mutation can only be reversed by the greater restoration spell or similar magic.
  1 gp
  1 lb.
  10
  Troll
  Blood
  (7 vials)
  Famous for their regenerative ability, troll blood has widely been used as the basis
  for the ubiquitous healing potion. Indeed, troll blood is so potent that it can be
  diluted repeatedly and still deliver a healing effect. As such, it is usually used to
  mass produce the basic version of the healing potion.
  7 gp
  1 lb.
  Potion
  of
  Superior
  Healing
  (DMG)
  15
  Troll
  Heart
  The troll heart is one of the few organs in a troll's body that is not pledged to their
  terrible deity: Vaprak the Destroyer. As such, a troll heart is one of the few pieces of
  a troll that will not form a new troll around itself over time, and yet, its constant
  infusion of troll blood gives it some measure of regenerative ability which can be
  infused into an amulet for an ordinary humanoid to take advantage of.
  83 gp 12 lb.
  Troll
  Amulet
  20
  Dire
  Soul
  I suppose it makes sense that one of the few ways to make a troll even worse is to
  cram more trolls into it. That is essentially what a dire troll is, the amalgamated
  bodies of several trolls fused into one monstrous body by the cannibalistic hunger
  of the prime one. However, such an alteration of the flesh comes with a corruption
  of the spirit, as several traces of consumed troll spirit latch onto and corrupt the
  original's. The result is a dire soul, a spiritual force with very peculiar qualities usable
  by an experienced thaumaturge. Requires spirit paper.
  1,770
  gp
  1 lb.
  Amulet
  of the
  Dire
  Rot Troll
  DC
  Item
  Description
  Value Weight Crafting
  10
  Troll Blood
  (5 vials)
  Famous for their regenerative ability, troll blood has widely been used as the
  basis for the ubiquitous healing potion. Indeed, troll blood is so potent that it
  can be diluted repeatedly and still deliver a healing effect. As such, it is usually
  used to mass produce the basic version of the healing potion.
  7 gp
  1 lb.
  Potion
  of
  Greater
  Healing
  (DMG)
  15
  Troll Heart
  The troll heart is one of the few organs in a troll's body that is not pledged to
  their terrible deity: Vaprak the Destroyer. As such, a troll heart is one of the few
  pieces of a troll that will not form a new troll around itself over time, and yet, its
  constant infusion of troll blood gives it some measure of regenerative ability
  which can be infused into an amulet for an ordinary humanoid to take
  advantage of.
  83
  gp
  12 lb.
  Troll
  Amulet
  20
  Essence of
  Degeneration
  A regenerating troll is particularly susceptible to the throes of necrotic energy
  which transform them into a lumbering mass of open sores and weeping
  wounds. Robbed of their regenerative abilities, the rot troll instead emits an
  aura of degeneration, harming all living creatures near it, and apparently making
  them more palatable to the trolls altered tastes. Captured in spirit paper, this
  aura can be released at your leisure, either as a handy trap, or a desperate last
  move. Requires spirit paper.  
  Use: As an action you may tear this item open, releasing the necrotic energy
  trapped within into yourself. For the next minute, all creatures within 5 feet of
  you take 2d10 necrotic damage at the end of each of your turns.
  700
  gp
  1 lb.
  Spirit Troll
  DC
  Item
  Description
  Value Weight Crafting
  10 Trollo-
  plasm
  (5 vials)
  Even though their bodies have since become incorporeal and intangible, a spirit troll
  still somehow manages to leave an unholy amount of muck and grime in its wake.
  This strange, sticky substance has been dubbed "trollo-plasm," and carries many of
  the same properties that troll blood had during its life. As such, it can be used for the
  ubiquitous potion of healing.
  65
  gp
  1 lb.
  Potion
  of
  Greater
  Healing
  (DMG)
  15 Essence
  of Troll
  When trolls are properly vanquished, their souls are forfeit to their god Varpak for
  devouring. However, since a spirit troll is entirely formed of soul, and since Varpak is
  apparently a messy eater, some trace amounts remain behind which can be trapped
  in spirit paper and reused for later. Requires spirit paper.
  575
  gp
  1 lb.
  Amulet
  of the
  Spirit
  Hunter
  70
  
  Venom Troll
  DC
  Item
  Description
  Value Weight
  Crafting
  5
  Venom
  Troll
  Pustule
  (x5)
  The venom troll does not simply deliver its poison through fang or claw like
  other creatures (although it is certainly capable of doing that). The much more
  potent version of their poison comes directly from the festering pustules all
  over its body which it slices open with its own claws to release a torrent of
  toxins on its prey. These can be harvested as useful little poison bombs; just
  make sure they don't pop open in your bag.  
  Use: As an action you may throw this pustule at a space within 20 feet of you,
  bursting it on impact. All creatures within 5 feet of that space must succeed on
  a DC 16 Constitution saving throw. On a failed save, a creature takes 2d8
  poison damage and is poisoned for 1 minute. On a successful save, the
  creature takes half as much damage and isn't poisoned. A poisoned creature
  can repeat the saving throw at the end of each of its turns, ending the effect on
  itself on a success.
  3 gp
  2 lb.
  10 Mutagenic
  Blood (5
  vials)
  One of the most mutated troll subspecies, the venom troll is practically a
  walking sack of chemicals and toxins. These mix with its regenerative blood to
  create a mutagenic substance capable of interfering with the regular body
  functions of a humanoid and granting them great abilities...or simply poisoning
  them. It's a bit of a gamble to be honest.
  7 gp
  1 lb.
  Potion of
  Adaptation
  15 Troll Heart The troll heart is one of the few organs in a troll's body that is not pledged to
  their terrible deity: Vaprak the Destroyer. As such, a troll heart is one of the few
  pieces of a troll that will not form a new troll around itself over time, and yet, its
  constant infusion of troll blood gives it some measure of regenerative ability
  which can be infused into an amulet for an ordinary humanoid to take
  advantage of.
  83
  gp
  12 lb.
  Troll
  Amulet
  Vampiric Mist
  DC Item Description
  Value Weight Crafting
  15 Blood
  Mist
  (5
  vials)
  Like their tangible counterparts, the vampire mist is driven by an intense craving for
  blood. A mystery arises, however, in the fact that the vampire mist lacks any discernible
  organs with which to digest this blood; it simply absorbs it and leaves. This blood
  mixes with its misty form, creating a unique substance that has the life-extending
  properties of a vampire, but is also compatible with the humanoid circulatory system.
  As such, it is extremely useful as a base for creating potent healing potions and other
  medicines.
  9 gp
  1 lb.
  Potion
  of
  Greater
  Healing
  (DMG)
  71
  
  Harvest Table: Y
  Yugoloths
  “I thank whatever fate decided that yugoloth ichor is actually valuable, unlike the ichor of regular fiends. It is especially good
  because I have had to fend off many yugoloths after a lifetime of contracting them for expeditions and neglecting to pay for
  their services. They never seem to understand that by including them in my books, I am practically overcompensating them in
  publicity!” - Hamund
  Like regular devils, yugoloths slain outside of their native plane also dissolve into an ichor rather than leave behind a corpse.
  Given the yugoloths artificial nature however, this ichor tends to be more useful than devil ichor and can be harvested for
  some benefit.
  Either way, a yugoloth slain outside of Gehaena cannot be harvested for anything except their respective ichor. Yugoloths slain
  on Gehenna can be harvested like a regular creature, including their ichor, traces of which can still be found in their veins.
  Canoloth
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Canoloth
  Ichor (3
  vials)
  A canoloth is a nightmare for magic users for many reasons; one of which
  being its ability to prevent them from escaping combat through teleportation.
  This magical signature remains even through their nasty ichor which can be
  used in a special tar to ward off a location against magical incursion. Requires
  enchanted vial.  
  Use: You may spread this vial of ichor in a thin line of up to 100 feet long. If
  this line creates a perimeter, no creature may teleport into or out of that space;
  any attempt to do so is wasted. This effect lasts for 1 year or until the
  perimeter is broken by washing off a portion of the ichor. Alternatively, you
  may make a ranged attack with this vial against a creature within 20 feet of
  you, causing the vial to shatter on impact and spreading the ichor over your
  target. Until this ichor is washed off, that creature cannot use any magic that
  would magically teleport it to another location. Washing the ichor off requires
  complete submersion in water and constant scrubbing for at least 1 minute.
  14
  gp
  2 lb.
  10 Canoloth
  Tongue
  Like the guard hounds they vaguely resemble, a canoloth bears a long tongue
  that it is fond of letting roll from its mouth. Unlike a guard ounds however, this
  tongue is extremely deadly due to the myriad of spiked covering it. It is quite
  useful as a whip, and yugoloth taskmasters have been seen carrying canoloth
  whips, ironically, to motivate other canoloths.
  75
  gp
  15 lb.
  Whip, +1
  (DMG)
  15 Canoloth
  Hide
  The hide of a canoloth is rough and hard, but manages to allow a degree of
  sensitivity that they use to pick up on tiny vibrations and changes in the
  atmosphere around them. This is partly what allows the canoloth to act as such
  an uncanny guardsman and this property can be transferred to a magical cloak
  with much of the same properties.
  185
  gp
  30 lb.
  Cloak of the
  Guard
  20 Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It is
  the magic inherent in this heart that both ties them to their home plane of
  Gehenna and makes them materially unstable enough to teleport at a whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  72
  
  Dhergoloth
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Dhergoloth
  Ichor (vial)
  Dhergoloths are probably the most bloodthirsty of all yugoloths. Forgoing
  any sense of tactics, they simply charge into battle and slaughter their
  enemies. This resonates into every fiber of their being and especially into
  their ichor, which may be imbibed to enhance your own violent tendencies
  and thirst for battle. Requires enchanted vial.  
  Use: You may drink this ichor as an action, gaining a lust for battle at the
  expense of safety. For the next 10 minutes, you may use your action to
  move up to your walking speed in a straight line and target each creature
  within 5 feet of you during your movement. Each target must succeed on a
  Dexterity saving throw with a DC equal to 8 + your Strength score + your
  proficiency score. On a failure, they suffer damage as if hit by whichever
  melee weapon you are currently wielding. This damage does not include any
  extra benefits that your weapon may impart on a successful hit. If you use
  this ability, all attacks made against you have advantage until the start of
  your next turn.
  18
  gp
  1 lb.
  10 Dhergoloth
  Claw (x4)
  A literal whirving dervish, the dhergoloth wades into battle with its claws
  spinning and slashing at all enemies in their path. Excellent for slicing
  through swathes of unarmored foes, or fields of wheat, I suppose.
  10
  gp
  15 lb.
  Any melee
  slashing
  weapon, +1
  (DMG)
  15 Dhergoloth
  Exoskeleton
  The exoskeleton of a dhergoloth is incredibly hard, and yet due to its unique
  limb configuration, is also very flexible and modular. Due to this bizarre
  property, it can create a suit of armor that provides good protection
  without sacrificing mobility.
  75
  gp
  40 lb.
  Acrobat's
  Plate
  20
  Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It is
  the magic inherent in this heart that both ties them to their home plane of
  Gehenna and makes them materially unstable enough to teleport at a whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  Hydroloth
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Hydroloth
  Ichor (3
  vials)
  As slimy as they were in life, touching the ichor of a hydroloth feels much like
  sticking your hand into the bottom of a bog. This unnerving feeling comes
  due to the hydroloth's innate connection to the River Styx, as the hydroloth's
  ichor is just as capable of tampering with memories as its owner was in life.
  Requires enchanted vial.  
  Use: A creature that drinks this ichor must succeed on a DC 16 Intelligence
  saving throw or have their memories stolen. A creature with their memories
  stolen loses all proficiencies, can't cast spells, can't understand language, and
  if its Intelligence and Charisma scores are higher than 5, they become 5. Each
  time the target finishes a long rest, it can repeat the saving throw, ending the
  effect on itself on a success. A greater restoration or remove curse spell cast
  on the target ends this effect early.
  25
  gp
  1 lb.
  10 Hydroloth
  Claw (x2)
  Tipped by hooks designed to drag their victims to the depths, the hydroloth's
  claws are incredibly deadly and make a wonderful base for constructing
  weapons such as tridents.
  70
  gp
  20 lb. Any piercing
  melee
  weapon, +1
  (DMG)
  15 Hydroloth
  Bladder
  Like many amphibians, the hydroloth possesses a bladder in their throats that
  serves many functions. Other than allowing the hydroloth to survive
  underwater, it also acts as a supernatural storage mechanism for the
  hydroloth's memory thefts. In its properly harvested and unaltered state, it
  can be used to modify one's own memories for whatever purpose you may
  wish to achieve.  
  Use: If you spend 1 minute with this bladder over your head willingly, you may
  modify your own memories as if you had been subjected to the effects of the
  modify memory spell. You may choose any memory from your entire life to
  modify, and you decide on which memory is changed and how during the
  minute you spend with the bladder over your head. Once this bladder is taken
  off your head, you instantly forget you used it, thus making you oblivious to
  any altered memories you may now have. Once this ability has been used, this
  item may not be used again in this way until the next dawn. This item also
  keeps track of all memories it has altered, removed, or implanted. A creature
  with this bladder over their head can spend their action to have all of these
  memories shown to them simultaneously, along with the knowledge of who
  their original owner was and how the memory has been modified. They may
  also choose to have a memory permanently erased from the bladder once
  they are aware of the memory's existence.
  300
  gp
  10 lb. Hood of the
  Aquatic
  Ambush
  20 Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It is
  the magic inherent in this heart that both ties them to their home plane of
  Gehenna and makes them materially unstable enough to teleport at a whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  73
  
  Merrenoloth 
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Merrenoloth
  Ichor (3
  vials)
  The ichor of a merrenoloth has a briny odor to it, like the kind of brackish
  seawater found in the depths of an old ship. It carries some traces of the
  merrenoloth's mastery of ships, and some superstitious sailors have taken
  to mixing it with tar and using it to coat their ships to ward them from
  harm. Requires enchanted vial.  
  Use: As an action, you may rub this ichor into your hands. For the next 24
  hours, you have advantage on any ability check made to helm, steer, or sail
  a ship.
  2 gp
  1 lb.
  10 Merrenoloth
  Hide
  The thin, tight skin of a merrenoloth resembles that of a sailor that has
  spent far too long in the salt and sun. While it doesn't make for good
  armor, there is a seafaring tradition of the most notorious pirates that lure
  merrenoloths to their ships with contracts, slaughter them, and then craft
  their flags from their hides. Whether this is true or simply a salty dog tale is
  still to be confirmed.
  10
  gp
  17 lb.
   
  15 Merrenoloth
  Skull
  Due to their naturally gaunt faces, the skull of a merrenoloth looks pretty
  much the same as it did even when it still had skin. Even its now hollow
  eyes appear to still be able to see, constantly watching over their vessel
  and ensuring it finds safe passage to its destination.  
  Use: This skull provides an inherent protection over whichever ship it is
  mounted to the front of. If it is mounted on the front facing outwards, the
  ship always stays on course to the destination that the captain of the ships
  names. If it is mounted on the front facing inwards, creatures on the ship
  aren't discomfited by wind or weather, though this effect doesn't protect
  against damage.
  350
  gp
  8 lb.
  20
  Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It
  is the magic inherent in this heart that both ties them to their home plane
  of Gehenna and makes them materially unstable enough to teleport at a
  whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  Oinoloth
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Oinoloth
  Ichor
  (vial)
  Even a casual whiff of this ichor would inform you that it is not safe for
  humanoid consumption; it reeks of decomposition, decay, and death. Despite
  this, it does actually have many benefits that can restore a body's vitality
  instantly. However, as with everything involving a yugoloth, doing so comes
  with a price. Requires enchanted vial.  
  Use: You may drink this potion as an action. If you do so, you instantly regain
  all hit points and you end one disease or condition from yourself from a choice
  of: blinded, deafened, paralyzed, or poisoned. You then gain 1 level of
  exhaustion, and your hit point maximum is reduced by 2d6. This reduction can
  be removed only by a wish spell or by the greater restoration spell being cast
  on you three times within the same hour. You die if your hit point maximum is
  reduced to 0.
  150
  gp
  1 lb.
  10 Oinoloth
  Plague
  Pustule
  (x3)
  Undulating and pulsating even after removal, these pustules contain
  concentrated doses of the oinoloth's plagues and it is common to see them
  prick these open as they spread their invisible death. A very steady hand needs
  to handle these, but afterwards, they can be thrown at one's enemies as
  disease bombs.  
  Use: As an action, you may throw this pustule at a space within 20 feet of you,
  blighting the area within 10 feet of that spot similar to the bringer of plagues
  ability of the oinoloth (your DM has the stats).
  95
  gp
  1 lb.
  15 Oinoloth
  Claw
  (x2)
  The claws of an oinoloth are fascinating structures, resembling syringes more
  than actual nails. These sharp, hollow tubes allow the oinoloth to deliver
  virulent payloads to their foes. With a little bit of adjustment, these claws can
  make a deadly pair of gloves that can bring both fast and slow deaths to one's
  opponent.
  300
  gp
  8 lb.
  Gloves of
  Pestilence
  20 Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It is
  the magic inherent in this heart that both ties them to their home plane of
  Gehenna and makes them materially unstable enough to teleport at a whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  74
  
  Yagnoloth
  DC
  Item
  Description
  Value Weight
  Crafting
  5 Yagnoloth
  Ichor (3
  vials)
  As slippery as the contracts the yagnoloth writes, traces of this ichor can
  actually be found in the ink that they use in their business with potential
  employers. There is nothing stopping us from doing the same with the ichor
  in order to write nefarious contracts or simple coded messages. Requires
  enchanted vial.
  55
  gp
  1 lb.
  Confidant's
  Ink
  10 Yagnoloth
  Ear (x2)
  Long and resembling a bat's wing, the ears of a yagnoloth allow them to hear
  exceptionally well; a talent they often use to listen on secret conversations to
  give themselves an edge in negotiations. While not inherently magical, some
  witches and alchemists quite like adding them to serums for curing deafness,
  under the belief that it will not just heal the affliction, but even grant a degree
  of supernatural hearing.
  110
  gp
  1 lb.
  15 Yagnoloth
  Giant Arm
  Almost comically large, the giant arm of a yagnoloth is nothing to laugh at in a
  combat situation. Capable of inherent magic or simply brutish strength, the
  arm is incredibly valuable as a weapon base for the versatile warrior, even if it
  is a bit volatile and unpredictable at times.
  460
  gp
  30 lb.
  Trickster's
  Hammer
  20 Yugoloth
  Heart
  Despite their wide ranging forms, all yugoloths possess the same heart. It is
  the magic inherent in this heart that both ties them to their home plane of
  Gehenna and makes them materially unstable enough to teleport at a whim.
  750
  gp
  2 lb.
  Gem of
  Teleportation
  75
  
  Chapter 4: Crafting
  T
  he ingenuity and creativity of crafters never
  fails to astound me. For every new material
  that we harvesters find, they discover a new
  way to make them even more astounding
  and powerful. I present their latest findings
  to you here, dear reader.” - Hamund
  Crafting Rules
  While some creature parts are useful fresh from the
  carcass, many require some alterations before their full
  potential can be realised. These items can be identified due
  to having a craftable item listed in their crafting column.
  As crafting is a very natural complement to harvesting, an
  entire chapter has been devoted to its rules here.
  Crafters
  In order to craft a harvested item into a usable item, it must
  be worked on by a skilled crafter. Crafters are specialised
  professionals with the knowledge to turn raw materials
  into something usable. Crafters also tend to be of a certain
  type, covering different types of items to be made (see
  “Crafter Types” below).
  Both player characters and NPCs may act as crafters, so
  long as they fulfil the stipulated requirements for their
  crafter type.
  Crafters also need to have the right equipment and tools
  in order to craft an item, however that aspect is left up to
  the discretion of the DM and the suitability of the setting. In
  more fantastical campaigns, magical forges and
  laboratories may line every city bazaar, while in more
  grounded settings, finding appropriate facilities may be a
  quest in and of itself.
  Materials, Time, and Cost
  Each craftable item listed in this guide requires at least one
  harvestable material from a monster’s harvesting table to
  act as a base component of the item. This base component
  provides the driving magical force that allows the item to
  function. The harvesting material and quantity of the
  materials required are listed in the description of the
  craftable item. For some craftable items, there are several
  potential harvestable materials that may act as the base
  component. In these cases, any of the listed materials may
  be used.
  Craftable items require more than just the base
  component provided by harvested materials, however.
  Crafting an item requires a cost covering other
  requirements such as tools, facilities, and extra materials.
  Note that this cost does NOT include the cost of actually
  hiring a crafter, and that such a cost is considered separate.
  Assuming that the players are providing the base
  component for a craftable material, the value of this base
  component can be deducted from the end cost of crafting
  the item.
  Finally, craftable items take a certain amount of time
  before they can be completed. The breakdown of the time
  and cost investment to craft an item is listed in the Magic
  Item Crafting Time and Cost table on the next page.
  Magic Item Crafting Time and Cost
  Item Rarity
  Workweeks*
  Cost*
  Common
  1
  50 gp
  Uncommon
  2
  200 gp
  Rare
  10
  2,000 gp
  Very Rare
  25
  20,000 gp
  Legendary
  50
  100,000 gp
  *Halved for a consumable item like a potion or scroll.
   
  This guide uses the rules for crafting in Xanathar’s Guide
  to Everything as the basis for the crafting rules presented
  here. DM’s are encouraged to adjust these numbers based
  on the needs of their own games.
  Optional Rule: Crafter Skill
  Not all crafters are created equal. While a village
  blacksmith may be good at fixing scythes and making nails,
  if you hand them a dragon scale, the best you will get back
  is a ruined dragon scale and an apologetic look. If you have
  high quality materials, you're going to need a high quality
  crafter.
  While under the base rules, anyone can craft anything so
  long as they meet the base proficiency requirements, under
  this optional rule, crafters are differentiated based on their
  proficiency bonus. A crafter may craft any item whose rarity
  is equal to or below their proficiency bonus as outlined in
  the Crafting Skill Proficiency table on the next page.
  Crafter Type
  You don’t ask a blacksmith to cut the timbers of your house,
  and you don’t ask an alchemist to craft you a suit of armour.
  If you want an item crafted, you need the right person for
  the job. Each craftable item comes with a tag in brackets
  explaining which type of crafter is capable of making that
  item.
  Crafters are not restricted to a single profession either.
  Some skills are complimentary, or certain individuals are
  simply talented enough to cover multiple fields. Unless
  otherwise stated, crafters with multiple proficiencies use
  the same score for each field.
  The following is a basic rundown of crafter types:
  76
  76
  
  Optional Rule: Crafting Skill Proficiency
  Prof. Skill Level
  Item Rarity Description
  +2 Novice
  Common
  Usually an apprentice, assistant, or self-taught practitioner. Knows how to use the tools
  properly but has little skill with more difficult materials and no ability to make new ideas.
  +3 Journeyman Uncommon A craftsmen that serves their village or works in a specific role within their profession.
  Knows a few things very well, but most likely would not be able to understand the
  complexities of more exotic materials.
  +4 Artisan
  Rare
  The highest level of skill that most ordinary people could hope to attain. Capable of
  establishing a good trade in a city or in service of a noble. Experienced in almost all
  aspects of their profession and can work with some confidence on rarer materials.
  +5 Master
  Very Rare
  While hard work and dedication is always valuable, only a few people possess the
  inherent talent to push the limits of their craft farther than ordinary people. These
  talented individuals can be considered masters of their art; capable of not just
  reproduction, but innovation.
  +6 Grand
  Master
  Legendary
  An absolute master of their art. Most likely was either an adventurer in their past, or
  learned their trade from a supernatural force, as this would be the only way for them to
  become accustomed to the legendary materials that they work with. Capable of crafting
  any item that falls under their profession.
  Alchemist
  Alchemy is a profession that deals with the brewing and
  mixing of all sorts of potions, concoctions, and tinctures. In
  general, if an organic material needs to be crushed,
  powdered, dried, boiled, melted, burned, etc, and then mixed
  with other ingredients before it becomes useful, it is a job
  for an alchemist.
  As part of their job, alchemists must also be experienced
  herbalists and have some knowledge of creature parts, but
  this level of knowledge may vary wildly from alchemist to
  alchemist. For example, village alchemists may know how
  to mix up local herbs with dried animal parts to cure a cold,
  while an elvish grandmaster may have learned the 12
  secret uses of dragon blood.
  Any character that has proficiency with Alchemy Tools
  may be considered an alchemist for crafting purposes.
  Artificer
  A catch-all term for anyone who works primarily in the
  molding, transfiguration, enchanting, and manufacture of
  magical items. Often powerful wizards, their job requires
  them to not only understand magic, but also be able to
  weave permanent spells to turn mundane objects into
  wondrous ones. A common practice among artificers
  working with harvested materials is to transfigure them
  into gems and other objects more conducive to humanoid
  wear.
  As part of their job, an artificer would have knowledge of
  the uses of magical creature parts, spellwork, the use and
  preparation of magical reagents (crushed gems, incense,
  etc), magical identification, magical history, and basic metal
  and woodworking. Of course, not all artificers have the
  same level of skill. Some may spend their entire lives mass
  manufacturing the same magical trinkets day in and day
  out, while others have ventured to far planes and brought
  back secrets from the courts of djinni princes.
  Any character that is proficient in the Arcana skill and
  has access to at least one spell slot may be considered an
  artificer for crafting purposes.
  Blacksmith
  A hammer striking anvil, the roar of a heated forge, and the
  hiss of cooling metal. These are the sounds of a
  blacksmith’s shop, the masters and crafters of metal. While
  the job of a blacksmith is usually simplified to a
  “metalworker,” the role encompasses so much more.
  Blacksmiths craft and fix all manners of equipment ranging
  from farming equipment, to weapons, to suits of armor. Not
  only that, but while blacksmiths normally deal strictly with
  metal, many creature shells, bones, and scales require
  metal reinforcement and/or attachments before they can be
  used as weapons and armor. As such, even though they are
  organic materials, it is still primarily a blacksmith’s
  responsibility to craft with them.
  Blacksmith skills can vary wildly. The local blacksmith
  may only have a small forge from where they repair the
  hammers and scythes of their neighbors, while the master
  smiths of dwarven kingdoms smelt adamantine in rivers of
  magma at the heart of volcanoes.
  Any character that is proficient in the smith’s tools may
  be considered a blacksmith for crafting purposes.
  Leatherworker
  Metal armor doesn’t agree with everyone, and many
  creatures have perfectly good hides that they won’t be using
  anymore. For times like these, a leatherworker is required.
  It is a long and messy job to take raw hides, tan them,
  preserve them, cut them, and fashion them into armor and
  other equipment, but most societies would break down
  without this crucial industry.
  While leatherworkers are often looked down upon for
  their unpleasant job, these are usually just the
  leatherworkers that deal with mundane animal hides and
  skins. Highly skilled leatherworkers are treated with the
  utmost respect since without them, your skinned Purple
  Worm hides would go completely to waste.
  Any character that is proficient in the leatherworker’s
  tools may be considered a leatherworker for crafting
  purposes.
  77
  
  Tinker
  Tinkers are a rare profession, but their work possesses
  incredible value. Tinkers are usually associated with
  finnicky contraptions and devices, and if they ever use
  magic it is usually more of an energy source rather than the
  driving characteristic. Really, tinkers are more concerned
  with finding new materials with strange properties to
  experiment with, and their inventions can range from the
  entertaining to the absolutely revolutionary.
  With that in mind, tinkers vary widely in skill. A travelling
  peddler may have some experience in making mechanical
  puppets that flail around for the amusement of children,
  while the daring few that have travelled to Mechanus and
  returned alive may have unlocked the secrets of artificial
  life.
  Any character that is proficient in the tinker’s tools may
  be considered a tinker for crafting purposes.
  Thaumaturge
  When a piece of armour needs the blessings of a god, or a
  sword needs a spirit coaxed into it, a thaumaturge is
  needed. These specialised crafters usually do not consider
  themselves crafters at all, but simply people with special
  connections to the gods and their divine energy.
  Thaumaturges are not limited to just those that worship
  the gods either, many fiendish cults can boast their own
  specialised thaumaturge members that craft their cursed
  daggers and bind damned souls into pieces of jewellery.
  As strange as it is to say, the gods do not see everyone as
  equals, and certainly do not apportion their gifts
  impartially. A vagrant holy man is probably capable of
  invoking his god’s name to create a few vials of holy water,
  while a high cleric of Moradin would be able to bless a
  hammer so that it strikes with the same fury as their
  ferocious deity.
  Any character that is proficient in the Religion skill, has
  access to at least one spell slot, and is a follower of a deity,
  may be considered a thaumaturge for crafting purposes.
  Crafting Items from Published
  Books
  Some craftable items originate from official source books
  published by Wizards of the Coast. In order to avoid lifting
  large sections of their book and reproducing them here,
  you are encouraged to look them up in their original books.
  The source book has been tagged next to the craftable
  item’s name: DMG for Dungeon Master’s Guide.
  In order to understand the quantities of harvestable
  materials required and the type of crafter, the following
  table has been made:
  78
  
  Published Book Items
  Craftable Item
  Harvesting Material
  Crafter
  Arrow, +1
  Kruthik Spike (x1)
  Blacksmith
  Bolt, +1
  Kruthik Spike (x1)
  Blacksmith
  Drow Poison
  Drow Blood (x1 vial)
  Alchemist
  Elemental Gem (Blue
  Sapphire)
  Mote of Air (x1)
  Artificer
  Elemental Gem (Emerald) Mote of Water (x1)
  Artificer
  Elemental Gem (Red
  Corundum)
  Mote of Fire (x1)
  Artificer
  Elemental Gem (Yellow
  Diamond)
  Mote of Earth (x1)
  Artificer
  Gauntlets of Ogre Power Ogre Hand (x2)
  Artificer
  Leather, +2
  Gray Render Hide (x1)
  Leatherworker
  Melee Bludgeoning
  Weapon, +1
  Armanite Hoof (x2)
  Blacksmith
  Melee Bludgeoning
  Weapon, +3
  Astral Dreadnought (x1)
  Blacksmith
  Melee Piercing Weapon,
  +1
  Armanite Claw (x1), Howler Teeth (x1 large bag), Hydroloth Claw (x1), Star
  Spawn Mangler Arm (x2)
  Blacksmith
  Melee Piercing Weapon,
  +2
  Retriever Leg (x2), Steel Predator Claw (x2)
  Blacksmith
  Melee Piercing Weapon,
  +3
  Astral Dreadnought (x1)
  Blacksmith
  Melee Slashing Weapon,
  +1
  Armanite Tail (x1), Dhergoloth Claw (x1), Howler Teeth (x1 large bag), Star
  Spawn Mangler Arm (x2)
  Blacksmith
  Melee Slashing Weapon,
  +2
  Gray Render Claw (x1), Retriever Leg (x2), Steel Predator Claw (x2), Wastrilith
  Claw (x1)
  Blacksmith
  Melee Slashing Weapon,
  +3
  Astral Dreadnought (x1)
  Blacksmith
  Periapt of Love
  Gray Render Brain (x1)
  Alchemist
  Plate Armor
  Quartz Plating (x1)
  Blacksmith
  Plate Armor, +2
  Kruthik Hive Lord Chitin (x1)
  Blacksmith
  Potion of Greater Healing Blood Mist (x1 vial)
  Alchemist
  Potion of Heroism
  Black Blood (x1 vial)
  Alchemist
  Potion of Superior
  Healing
  Troll Blood (x1 vial)
  Alchemist
  Ram, +3
  Astral Dreadnought Claw (x1)
  Blacksmith
  Spear, +1
  The Lost Arm Spike (x1)
  Blacksmith
  Splint Armor
  Quartz Plating (x1)
  Blacksmith
  Studded Leather, +1
  Armanite Hide (x1)
  Leatherworker
  Studded Leather, +2
  Gray Render Hide (x1)
  Leatherworker
  Whip, +1
  Canoloth Tongue (x1)
  Blacksmith
  79
  
  Craftable Items A-Z
  C
  raftable items are presented in alphabetical
  order. A craftable item's description gives the
  item's name, its category, its rarity, its base
  component, the crafter type required to make
  it, and its magical properties.
   
  Abyssal Oil
  Potion, very rare  
  Crafted by: Abyssal Weapon Ichor x1 vial (Alchemist)  
  This green, viscous oil carries within it all of the rage and
  power of the Demon Lords of the Abyss. The oil can coat
  one melee weapon or up to 10 pieces of slashing or
  piercing ammunition. Applying the oil takes 1 minute. For 1
  hour, the coated item is magical, and any critical hit made
  with that item deals an extra 6d8 damage. This damage is
  not doubled.
  Acrobat’s Plate
  Armor (plate), rare  
  Crafted by: Dhergoloth Exoskeleton x1 (Blacksmith)  
  While wearing this armor, you have advantage on Dexterity
  saving throws and Dexterity (Acrobatics) checks. In
  addition, due to its unique materials and design, this armor
  has no Strength requirement and does not impose
  disadvantage on Dexterity (Stealth) checks.
  Amulet of Spiritual Obfuscation
  Wondrous item, very rare  
  Crafted by: Fused Soul x1 (Thaumaturge)  
  This gold framed amulet has a large red stone in its center,
  inside of which, is a swirling vortex that resemble souls
  chasing each other for eternity. The spiritual chaos inside
  this amulet is capable of masking its wearer’s spiritual
  presence, among other protections. While wearing this
  amulet, you gain the following benefits:
  You act as if you are under the nondetection spell.
  You, and everything you carry, are immune to the effects
  of truesight. Anything attempting to view you with
  truesight simply sees you as if they were using any of
  their other senses (if any).
  You cannot be subjected to any magical effect that
  would attempt to possess your body or remove your soul
  against your will.
  Undead, celestials, and fiends have disadvantage on
  Wisdom (Perception) checks to find you, as your chaotic
  spiritual energy partially masks you from their senses.
  Amulet of the Dire
  Wondrous item, very rare (requires attunement)  
  Crafted by: Dire Soul x1 (Artificer)  
  While wearing this amulet, you may use your action to
  speak its command word and grow one size larger,
  doubling your size in all dimensions and multiplying your
  weight by eight. Everything you are carrying and wearing
  also increases relative to you; it returns to its original size
  immediately if it is dropped. If there isn’t enough available
  free space for you to grow, you attain the maximum
  possible size in the space available.
  While enlarged in this way, you have advantage on
  Strength checks and Strength saving throws, and your
  weapon attacks done with your enlarged weapons deal an
  extra 1d4 damage. In addition, when you use this ability,
  you also gain a random trollish mutation for the duration of
  the enlargement. Roll a d4 and consult the table below to
  find your mutation.
  Trollish Mutation
  D4 Mutation
  1 You gain the incredible regenerative abilities of the
  trolls. You regain 10 hit points at the start of each of
  your turns so long as you start with at least 1 hit
  point and you have not taken any acid or fire damage
  since the end of your last turn.
  2 You gain an extra head. You have advantage on
  saving throws against becoming blinded or
  deafened, and you can still function even if one of
  your heads is destroyed or removed from your body.
  3 You gain an extra set of arms tipped with claws. As a
  bonus action, you may make an unarmed strike with
  them, dealing 1d6 + your Strength modifier slashing
  damage on a successful hit.
  4 Your skin becomes green and tough, giving you a +2
  bonus to AC.
  This enlarging lasts for 1 hour, after which you return to
  your original size. You may also end the effect early by
  speaking the command word again (no action required).
  Once this ability has been used once, you cannot use it
  again until you finish a short or long rest.
  80
  
  Amulet of the Expanded Mind
  Wondrous item, very rare (requires attunement)  
  Crafted by: Alien Consciousness x1 (Artificer)  
  While wearing and attuned to this amulet, your Intelligence
  score increases by 2, as does your maximum for that score.
  In addition, any attempt to charm you or read your
  thoughts without your permission fails, and the creature
  attempting to do so suffers 2d8 psychic damage.
  Amulet of the Flesh-shaper
  Wondrous item, legendary (requires attunement)  
  Crafted by: Sibriex Frontal Cortex x1 (Artificer)  
  This wrinkled, pale-pink amulet resembles the shriveled
  brain of a monstrous entity. This amulet has 20 charges
  which you may expend to use any of the following abilities:
  Spellcasting. While wearing this amulet, you may use
  your action to expend 1 or more of its charges to cast one
  of the following spells from it, using your spell save DC, or
  8 + your Intelligence modifier if you do not have a spell save
  DC: alter self (2 charges), polymorph (4 charges), animal
  shapes (8 charges), shapechange (9 charges), or true
  polymorph (9 charges).
  Twisted body. Using your action and expending 5
  charges, you target a non-construct creature you can see
  within 60 feet of you, attempting to twist its body into a
  debilitated state. The targeted creature must make a DC 18
  Constitution saving throw. On a failure, they suffer 6d10
  necrotic damage, and for the next 10 minutes, their speed
  is reduced by half and they make all Strength and Dexterity
  saving throws at disadvantage. On a success, they take half
  damage and suffer no other negative effects. The targeted
  creature may attempt the saving throw again at the end of
  each of its turns, ending the effect on itself on a success.
  Mutated Gift. Using your action and expending 3
  charges, you target a willing creature within 30 feet of you
  that you can see. If you do so, roll a percentile dice and
  consult the Flesh Warping table in the sibriex creature
  information section to determine a mutation that transpires
  to your target. This mutation lasts until the end of your
  target’s next long rest. Alternatively, you may use this ability
  on your target again to end the effect early. There is no
  limit to how many mutations a creature can have.
  The amulet regains 2d8+4 expended charges daily at
  dawn. If you expend the last charge, roll a d20. On a 1, this
  amulet dissolves into a foul ichor and becomes worthless.
  Amulet of the Spirit Hunter
  Wondrous item, very rare (requires attunement)  
  Crafted by: Essence of Troll x1 (Thaumaturge)  
  While wearing this amulet, you may use your action to
  speak the amulet’s command word and transform yourself
  and anything you are wearing or carrying into a spiritual
  version of yourself for the next hour. If you drop anything,
  they return to their regular form immediately. While in
  spiritual form, you have the following benefits:
  You can move through other creatures and objects as if
  they were difficult terrain. You take 1d10 force damage
  if you end your turn inside an object.
  Your weapon attacks deal psychic damage instead of
  their usual bludgeoning, piercing, or slashing damage
  and are considered magical.
  You have resistance to bludgeoning, piercing, and
  slashing damage from nonmagical attacks.
  You have a fly speed equal to your speed.
  Once this ability has been used once, it cannot be used
  again until the next dawn.
  Amulet of the Usurper
  Wondrous item, legendary (requires attunement by a
  spellcaster)  
  Crafted by: Heart of Moloch x1 (Artificer)  
  This amulet has 20 charges. While wearing it, you may use
  your action to spend a number of charges for any of the
  following properties.
  Spellcasting. You may use the amulet to cast any of the
  following spells using your spell save DC and spell attack
  bonus: animate dead (3 charges), burning hands (1 charge),
  confusion (4 charges), detect magic (1 charge), flame strike
  (5 charges), fly (3 charges), geas (5 charges), major image (3
  charges), stinking cloud (3 charges), suggestion (2 charges),
  and wall of fire (4 charges).
  Teleport. As an action, you may expend 3 charges to
  teleport, along with any equipment you are wearing and
  carrying, up to 120 feet to an unoccupied space you can
  see.
  Corruptive Influence. As an action, you may expend 3
  charges to release a 20-foot radius burst of corruption
  centered on yourself. Any creature other than you inside
  this burst must succeed a DC 18 Wisdom saving throw or
  be charmed by you until the start of your next turn. While
  you have a creature charmed by you in this way, you may
  determine who they consider to be friends and who they
  consider to be enemies (no action required by you). This
  may result in them attacking creatures they once thought
  allies, or aiding creatures they once thought enemies. Once
  a creature has saved against this ability once, they are
  immune to its effects for the next 24 hours.
  This amulet regains all expended charges upon the next
  dawn.
  Anti-Magic Crystal
  Wondrous item, very rare  
  Crafted by: Astral Dreadnought Eye x1/3 (Artificer)  
  This roughly basket sized crystal radiates a field of energy
  that disrupts the normal flow of the multiverse and
  prevents magical forces from acting in its proximity. This
  crystal creates an area of antimagic around itself, as in the
  antimagic field spell, in a 150-foot radius. This field passes
  through all solid objects except a layer of lead that is at
  least 1 inch thick. This crystal cannot be deactivated
  (including in other antimagic fields) and only stops
  functioning if it is destroyed. The crystal has 30 hit points,
  15 AC and is immune to poison and psychic damage.
  Armor of Nullification
  Armor (plate), legendary (requires attunement)  
  Crafted by: Negative Plane Echo x1 (Blacksmith)  
  While wearing this armor, you gain a +3 bonus to AC, you
  are immune to necrotic damage, and if you are struck by a
  critical hit, you may use your reaction to turn it into a
  normal hit instead, cancelling any effects that would
  normally be triggered by that critical hit.
  81
  
  Armor of the Eternal Flame
  Armor (plate), legendary (requires attunement)  
  Crafted by: Phoenix Ashes x1 small pouch (Blacksmith)  
  While wearing this armor, you gain a +3 bonus to AC and
  you have resistance to fire damage. In addition, if you
  receive damage that would reduce your hit points to 0, you
  may use your reaction to negate that damage and release a
  fiery nova from yourself, forcing all creatures within 10 feet
  of you to make a DC 20 Dexterity saving throw, suffering
  4d8 fire damage on a failed save, or half as much damage
  on a successful one. Once you use this ability, you may not
  use it again until your next long rest.
  Armor of the Infernal Enforcer
  Armor (studded leather), legendary (requires attunement)  
  Crafted by: Hide of Hutijin x1 (Leatherworker)  
  You gain a +3 bonus to AC while wearing this armor and
  you gain resistance to cold, fire, and poison damage. In
  addition, when you take damage you may use your reaction
  to cause an infernal sound to bellow forth from the armor,
  forcing all creatures of your choice within 30 feet of you to
  make a DC 20 Wisdom saving throw or become frightened
  of you for 1 minute. A creature can repeat the saving throw
  at the end of each of its turns, ending the effect on itself on
  a success. A creature that saves against this effect is
  immune to this ability for 24 hours. Once you use this
  ability once, you cannot use it again until you finish a short
  or long rest.
  Astral Harpoon
  Wondrous item, very rare  
  Crafted by: Astral Dreadnought Spike x1 (Blacksmith)  
  When fired from a ballista or similar firing mechanism, this
  harpoon has a +3 to attack and damage rolls and deals
  6d10 piercing damage instead of the normal amount of
  damage. When firing this destructive harpoon, if you roll a
  20 on your attack roll against a non-magical ship, you
  cause catastrophic hull damage that causes fractures and
  breakages to compound. For the next minute, the struck
  ship suffers 2d10 at the end of each round.
  Astral Hull Plating
  Wondrous item, very rare  
  Crafted by: Astral Dreadnought Scale x1 (Blacksmith)  
  This hard plating is surprisingly light, buoyant, and
  specially tuned to the Astral Plane, allowing ships outfitted
  with it to sail through that Astral Sea with little effort.
  A ship that has been appropriately outfitted by this
  plating gains a +1 bonus to AC and may sail through the
  Astral Plane as if it were water. Piloting and sailing the
  ship like normal allows it to travel as if it were subjected to
  an average travel wind on the Material Plane, and it moves
  at the appropriate speed. The ship may also angle itself up
  or down to achieve the same freedom of movement that
  creatures enjoy on the Astral Plane; doing so only requires
  the helmsman of the ship to concentrate on the angle
  change as they steer.
  For a ship to be considered appropriately outfitted, two
  scales are required for every 10 feet of ship length: one on
  each side.
  Axe of the Devourer
  Weapon (battleaxe or greataxe), very rare (requires
  attunement)  
  Crafted by: Ravenous Maw x1 (Blacksmith)  
  Whenever you deal a lethal blow to a creature with this
  weapon, your maximum and current hit points increase by
  an amount equal to the amount of hit points that creature
  had remaining just before you killed it. This increase
  remains until the end of your next long rest.
  Curse: The lingering hunger of this weapon compels you
  to not wield anything else, forcing you to only use this
  weapon when making weapon attacks against other
  creatures. Any time that you increase your hit point
  maximum beyond double its original amount using the
  ability of this weapon, you must make a DC 16 Wisdom
  saving throw. On a failure, you are wracked with extreme
  hunger, suffering 1 point of exhaustion until you consume
  at least 5 pounds of food.
  Bag of Colding
  Wondrous item, uncommon  
  Crafted by: Maurezhi Hide x1 (Leatherworker)  
  This bag has a permanent enchantment on it that causes
  any organic material inside it to be kept in a state of
  preservation as if it had the gentle repose spell cast on it.
  This effect wears off as soon as the item is removed from
  the bag, and the bag must be completely closed in order for
  its ability to function. The bag is capable of holding up to 3
  cubic feet of material inside it, and its opening can open up
  to 1 foot in diameter.
  Basin of Water Control
  Wondrous item, very rare  
  Crafted by: Wastrilith Bladder x1 (Artificer)  
  This stone basin measures 1 foot in diameter. If you fill this
  basin with a sample of water from a source of water that
  has a radius of less than half a mile, this basin gains a
  connection to that source of water for 1 hour. A source of
  water may include a river, a pond, or even a barrel or
  pitcher. If the source of water is larger than half a mile in
  radius, this basin has a connection only to the water in a
  half-mile radius of the point from which you gathered the
  water.
  So long as you hold the basin, you may use your action to
  exert your influence over the connected area of water as if
  you had cast the control water spell over it. If an action you
  use in this way would force a target to make a saving throw,
  the DC is considered 17.
  This basin loses its connection to the water after the 1-
  hour duration has passed, if you drop the basin, or if the
  water inside the basin spills out. After this, all effects
  created by the basin cease immediately. Once used, the
  basin cannot be used again until the next dawn.
  Berserker Brew
  Potion, very rare  
  Crafted by: Alkilith Spore x1 vial (Alchemist)  
  When you drink this potion, you become instilled with a
  maddening thirst for violence for the next 10 minutes.
  During this time, you deal an extra 2d6 damage to your
  target whenever you make a successful weapon attack, and
  you cannot be charmed or frightened. However, if you do
  not cause damage to a target on your turn, you suffer 2d6
  psychic damage as your rage burns into your own mind.
  This damage cannot be reduced in any way. This crimson
  red potion continuously roils and froths as if constantly
  agitated by an unseen force.
  82
  
  Boon of the Wraith Leader
  Wondrous item, rare (requires attunement)  
  Crafted by: Commander’s Mark x1 (Thaumaturge)  
  Whenever you score a critical hit on a weapon attack
  against a creature, you may use your reaction to summon a
  sword wraith warrior (your DM has the statblock) in an
  unoccupied space within 5 feet of you. This sword wraith
  warrior takes its turn immediately after you on the same
  initiative count. The sword wraith warrior follows your
  commands to the best of its ability or attempts to fight the
  nearest creature hostile to you if no command is given. A
  sword wraith warrior summoned in this way disappears
  completely once your next turn ends, or if it drops to 0 hit
  points. A sword wraith warrior summoned in this way
  cannot be harvested.
  Boneclaw Censer
  Wondrous item, rare  
  Crafted by: Boneclaw Skull x1 (Thaumaturge)  
  This censer has an innate connection with the boneclaw
  from whom it was crafted. When held by a creature, faint
  wisps of smoke will emerge and blow in the direction of
  that boneclaw if that boneclaw is still animate and on the
  same plane of existence as the holder. The intensity and
  thickness of the smoke will increase as proximity to the
  boneclaw decreases. A creature holding this item may also
  spend 10 minutes focusing on it, after which, a wisp of
  smoke will emerge and blow in the direction of the
  boneclaw’s master if it is on the same plane of existence as
  the censer.
  Once this ability has been used once, it cannot be used
  again until the next dawn.
  Chain of Violence
  Wondrous item, very rare  
  Crafted by: Sorrowsworn Anger Hook x2 (Blacksmith)  
  This 20-foot metal chain has one hook on either end. As an
  action, you may throw one end of this chain at a target
  within 20 feet of you, forcing them to succeed on a DC 16
  Dexterity saving throw or suffer 1d6 piercing damage and
  have the hook lodge itself in their body. If the hook lodges
  itself in a target, the hook on the end that you hold
  automatically lodges itself in your own body, dealing 1d6
  piercing damage to you as well and chaining you and your
  target together.
  While chained in this way, neither creature may willingly
  move more than 20 feet away from the other and they may
  not take any action that does not involve attempting to
  damage the other chained creature. The hooks can only be
  removed once at least one of the chained creatures dies, or
  another creature adjacent to one of the chained creatures
  removes the hook from their body with a successful DC 16
  Strength check, at which point the other hook will also
  automatically dislodge.
  Cloak of Safe Harbor
  Wondrous item, very rare (requires attunement)  
  Crafted by: Dimensional Gullet x1 (Leatherworker)  
  While wearing this cloak, you may use your action to pull
  the hood up over your head, transporting yourself and
  everything you are wearing and carrying to a pocket
  dimension that resembles a blank void with a breathable
  atmosphere. You may stay in this pocket dimension for up
  to 1 hour per day, which you may do so all at once, or in
  several shorter increments. If your time runs out or if you
  take the hood off (no action required) you return to your
  original plane in the space which you disappeared from, or
  the nearest unoccupied space if that is impossible.
  If you receive damage while wearing this cloak, you may
  use your reaction to pull the hood up, transporting you to
  your pocket dimension and negating the damage you just
  took. You automatically return to your original space or
  nearest unoccupied space at the start of your next turn.
  The time spent in your pocket dimension in this way does
  not count towards the overall time spent in your pocket
  dimension for the day and this ability can be used even if
  you have already been in your pocket dimension for 1 hour
  this day. However, once you have used the cloak in this way,
  it may not be used again like this until you finish a short or
  long rest.
  83
  
  Cloak of Targeted Invisibility
  Wondrous item, very rare (requires attunement)  
  Crafted by: Balhannoth Hide x1 (Leatherworker)  
  While wearing this cloak, you may spend your bonus action
  to force one creature you can see within 60 feet of you to
  make a DC 16 Wisdom saving throw. On a failure, magic
  clouds its senses and you become invisible to that creature
  for the next minute. This invisibility ends if you damage
  that creature in any way or you target another creature with
  this ability.
  Cloak of the Arachnid
  Wondrous item, very rare (requires attunement)  
  Crafted by: Arachidney Gland x1 (Leatherworker)  
  This long cloak has undergone a unique tanning process
  that utilized the magical bile from the magical
  transformation gland of a drow priestess. While wearing
  this cloak, you may use your action to speak its command
  word to meld it to you, causing eight spider legs to grow
  from your back. These spider legs are capable of growing
  through clothes and armor without damaging them.
  Each of these legs has a reach roughly equal to the
  length of one of your legs, and while they are present, you
  may use them as basic appendages that you are naturally
  coordinated in using. As part of this, you may use them for
  the following abilities:
  You have a climb speed equal to your movement speed
  and you can climb difficult surfaces, including upside
  down on ceilings, without needing to make an ability
  check. In addition, because your spider legs do the
  climbing for you, you retain use of both of your normal
  hands even while climbing.
  You ignore movement restrictions caused by webbing
  and you may cast the web spell at will.
  You may use your bonus action to make an unarmed
  strike with your spider legs at a target adjacent to you.
  This attack deals 1d8 + your Strength modifier in
  slashing damage, instead of the bludgeoning damage
  normal for an unarmed strike.
  These spider legs last for 1 hour or until you cancel them
  early by speaking the command word again, after which
  they recede into your back and your cloak reappears. Once
  used once, this item may not be used again until the next
  dawn.
  Cloak of the Guard
  Wondrous item, rare  
  Crafted by: Canoloth Hide x1 (Leatherworker)  
  While wearing this cloak, you cannot be surprised so long
  as you aren’t incapacitated, and you may perform up to 4
  hours of light activity during a long rest and still gain its
  benefits; this cloak must be worn during the entirety of the
  long rest in order for the latter ability to apply.
  Cloak of the Scorched Martyr
  Wondrous item, legendary (requires attunement)  
  Crafted by: Wings of Zariel x1 (Thaumaturge)  
  While wearing and attuned to this cloak, you have a +1
  bonus to your AC, resistance to fire damage, and whenever
  you hit with a weapon attack, you may deal an additional
  2d10 fire damage to your target. In addition, you may use
  your action to target one creature you can see within 120
  feet of you and command them to combust; that target
  must succeed on a DC 18 Wisdom saving throw or take
  4d10 fire damage.
  Coating of Corrosion
  Potion, very rare  
  Crafted by: Sibriex Bile x1 vial (Alchemist)  
  This bright green oil is magically attuned to react when it is
  used to coat a weapon, transmuting itself into a highly
  corrosive acid that leaves the weapon undamaged. It can be
  used to coat up to 10 pieces of slashing or piercing
  ammunition or one slashing or piercing weapon. Applying
  the oil takes 1 minute. For 1 hour, any successful attack
  rolls made with a coated weapon deals an extra 2d6 acid
  damage.
  Concoction of Companionship
  Potion, very rare  
  Crafted by: Gray Render Brain x1 (Alchemist)  
  This gray potion is divided into two layers that never mix: a
  cloudy top half, and a clear bottom half. As an action, you
  may drink the cloudy half, allowing another creature to
  drink the clear half. For the next 7 days, whoever drank the
  cloudy half is considered the “guardian” and the drinker of
  the clear half is considered the “charge” as both of you gain
  a psychic connection with one another. If one creature
  drinks both halves or if no creature drinks the second half
  within 1 minute of the first, the magic of this potion fades
  and it becomes useless.
  Guardians and charges may communicate telepathically
  over any distance and are always aware of each other’s
  location, direction, and distance from each other, so long as
  they are on the same plane of existence as each other. If a
  creature within the guardian’s reach damages their charge,
  they may spend their reaction to make a melee weapon
  attack against the damaging creature. This attack is made
  with advantage. In addition, if a charge starts their turn
  with 0 hit points while within 60 feet of their guardian, they
  instantly stabilize.
  Concoction of Contamination
  Potion, very rare  
  Crafted by: Sibriex Miasma x1 vial (Alchemist)  
  This pale green potion constantly appears to form clots of
  material inside it that quickly turn grey and dissolve back
  into the liquid. For 1 hour after you drink this potion, your
  blood becomes a dangerous disease-carrying fluid. This
  does not harm you, but it does grant you the following
  abilities:
  You are immune to disease and poison.
  Any time a creature within 5 feet deals piercing or
  slashing damage to you, they must make a DC 15
  Dexterity saving throw. On a failure, they take 2d6
  poison damage as your infected blood splashes onto
  them.
  Any creature that drinks at least one ounce of your
  blood must succeed on a DC 15 Constitution saving
  throw or become poisoned. While poisoned in this way,
  a creature suffers 4d6 poison damage at the start of
  each of their turns. A poisoned creature may make the
  saving throw again at the end of their turn, ending the
  effect on themselves on a success. Your blood is
  tasteless, odorless, and mostly colorless when mixed
  into other fluids and can only be detected in a drink by a
  successful DC 15 Intelligence (Investigation) check.
  84
  
  Confidant’s Ink
  Wondrous item, rare  
  Crafted by: Yagnoloth Ichor x1 vial (Alchemist)  
  This 1-ounce bottle of ink carries an enchantment that
  causes an illusion to be placed on whatever message it is
  used to write. Once you have finished writing the message,
  you speak a command word of your choosing over it,
  sealing the magic inside. Any creature that attempts to read
  this message only sees it as indecipherable gibberish
  unless they speak the command word within 5 feet of it, at
  which point the true message reveals itself to them. A
  creature that is able to see through illusions is immune to
  the ability of this ink.
  Contagion Plate
  Armor (plate), very rare (requires attunement)  
  Crafted by: Wastrilith Scales x1 large bag (Blacksmith)  
  While wearing this armor, you gain a +1 bonus to AC, a
  swim speed equal to your walking speed, you have
  resistance to poison damage, and advantage on saving
  throws against effects that would cause you to become
  poisoned. In addition, if you are submerged in a body of
  water, you may use your bonus action to speak this armor’s
  command word, causing it to emit an aura of contagion for
  the next 10 minutes that befouls the water 30 feet around
  you at the start of each of your turns. Befouled water is
  considered lightly obscured and any creature other than
  you that consumes or swims in this water must make a DC
  18 Constitution saving throw. On a successful save, a
  creature is immune to the effects of this water for 24 hours.
  On a failed save, a creature takes 4d6 poison damage and
  is poisoned for 1 minute. At the end of this time, the
  poisoned creature must repeat the saving throw. On a
  failure, the creature takes 4d8 poison damage and is
  poisoned until it finishes a long rest.
  You may end this effect early by using your bonus action
  to speak the command word again, ending the aura and
  removing any befouling effect on contaminated water.
  Corpse Maker’s War Paint
  Wondrous item, rare  
  Crafted by: Corpse Flower Petal x1 (Alchemist)  
  This jar of magical paint is a swirl of red and yellow, like
  the skin of a bloated cadaver. You may spend 1 minute
  smearing this paint over your body, after which you enter a
  trance for 1 hour in which you are driven by a lust for death
  and violence. During this hour, you gain the following
  benefits:
  You cannot be charmed or frightened.
  You may use your bonus action to move up to your
  speed towards a hostile creature you can see.
  You have advantage on weapon attacks against
  creatures as long as at least one of your allies are within
  5 feet of the creature and your ally isn’t incapacitated.
  While in this trance, whenever a creature you can see
  hits you with a weapon attack, you must succeed on a DC
  13 Wisdom saving throw or enter a frenzied state (you may
  choose to fail this saving throw willingly). While in this
  state, attacks made against you are made at advantage and
  you must spend your action to attack the creature that hit
  you, using as much of your movement speed as possible to
  reach them if necessary. In addition, opportunity attacks
  you make against the creature that hit you are made at
  advantage and also reduce their speed to 0 upon a
  successful hit.
  You remain in this frenzied state until either the creature
  that hit you is dead, you are no longer aware of the location
  of the creature that hit you, you fall unconscious, or the
  effects of this paint wear off. If a different creature hits you
  while in this frenzied state, you must make the saving
  throw as normal, switching your focus to that different
  creature upon a failed save.
  85
  
  Crown of the Eternal Bolt
  Wondrous item, legendary (requires attunement)  
  Crafted by: Elder Tempest Spark x1 vial (Tinker)  
  While wearing and attuned to this item, you have
  resistance to lightning damage. This crown also has 6
  charges. As an action, you may spend a charge to use any of
  the following abilities:
  Lightning Bolt. You may cast the lightning bolt spell
  using the crown. You may spend additional charges to cast
  this spell at a higher level, spending one extra charge per
  level. This spell uses your spell save DC. If you do not have
  one, it is set to 8 + your Intelligence modifier.
  Electrical Resuscitation. As part of the action to do this
  ability, you must touch an adjacent unconscious or dead
  creature, releasing a jolt of electricity from your hands as
  you do so. If the creature was unconscious, you cause that
  creature to immediately wake up, also restoring them to 1
  hit point if they had less than that at the time. If you touch a
  creature that died within the last minute, you immediately
  restore them to life with 1 hit point, however, you cannot
  restore missing body parts with this ability.
  Volt Shield. You cover yourself in a pulsing blue
  electrical current that harms other creatures that come
  into contact with it. Until the start of your next turn, you
  have immunity to lightning damage, and any creature that
  touches you suffers 2d8 lightning damage, or double that if
  they are wearing metal armor or covered in water. A
  creature can only suffer this damage once per turn.
  Lightning Strike. As part of the action used to do this
  ability, you must make a weapon attack against one
  creature within range. If your attack is successful, you deal
  an additional 2d8 lightning damage and they must succeed
  on a DC 20 Constitution saving throw or be stunned until
  the start of your next turn.
  This crown regains 1 charge per 20 lightning damage
  you take in a single turn while wearing it. It also recovers
  all expended charges at dawn.
  Dagger of Apathy
  Weapon (dagger), rare (requires attunement)  
  Crafted by: Maurezhi Fang x2 (Blacksmith)  
  While this item is in your hand, you may use your bonus
  action to speak its command word, causing it to radiate a
  lifeless energy for the next minute. While it is radiating this
  energy, any creature hit by this weapon that is not a
  construct or undead must succeed on a DC 12 Charisma
  saving throw or be struck by an overwhelming sense of
  apathy and lifelessness for 1 minute. An apathetic creature
  has disadvantage on attack rolls and saving throws, and on
  its turn may use either an action or a bonus action, but not
  both. At the end of its turn, a creature affected by this
  ability may attempt the saving throw again, ending the
  effect on itself on a success. A creature that succeeds this
  saving throw is immune to the effects of this dagger for the
  next 24 hours.
  Death Mask
  Wondrous item, rare  
  Crafted by: Cadaver Collector Face Plate x1 (Tinker)  
  While wearing this mask, you have advantage on Charisma
  (Intimidation) checks and anyone attempting to read your
  emotional state has disadvantage on their Wisdom
  (Insight) check. In addition, you may spend your action to
  release a paralyzing gas in a 30-foot cone in front of you.
  Each creature in that cone must make a successful DC 16
  Constitution saving throw or be paralyzed for 1 minute. A
  paralyzed creature repeats the saving throw at the end of
  each of its turns, ending the effect on itself with a success.
  Once this ability has been used once, it cannot be used
  again until the next dawn. Each time you use this ability,
  roll a d6. On a 1, the internal mechanism of this item
  breaks and cannot be used to release the paralyzing gas
  anymore.
  Death’s Grip
  Weapon (pike), very rare  
  Crafted by: Bone Claw x2 (Blacksmith)  
  You gain a +1 bonus to attack and damage rolls made with
  this magical weapon. When you hit a target with this
  weapon on your turn, you may immediately use your bonus
  action to attempt to grapple them, using this weapon
  instead of a free hand. If your target is a creature with less
  than half of its maximum hit points, your grapple check is
  made with advantage, and if it is successful, your target is
  considered restrained as well.
  While you have a creature grappled in this way, you may
  not make attacks with this weapon.
  Demon Cannon
  Weapon (heavy crossbow), very rare  
  Crafted by: Beam Turret x1 (Tinker)  
  This unique crossbow has replaced its string firing
  mechanism with a single tube inscribed with Abyssal runes
  that makes this weapon seem more like a handheld cannon
  with a trigger. When you make a critical hit with this
  magical weapon against a target, you may choose for your
  ammunition to burst, creating a 5-foot wide, 60-foot long
  line of dark energy behind your target that forces all
  creatures caught in it to make a DC 16 Dexterity saving
  throw. On a failure, a target takes 4d10 force damage, or
  half that on a success.
  Diirinka’s Boon
  Wondrous item, uncommon (requires attunement)  
  Crafted by: Mark of Diirinka x1 (Thaumaturge)  
  While attuned to this item, you cannot be surprised in
  combat and you have advantage on Wisdom (Perception)
  checks to spot hidden enemies.
  When you become attuned to this item, roll a d20 and
  look up the results on the Derro Madness table in the derro
  statblock page. Your roll indicates what madness you suffer
  from while attuned to this item. This madness cannot be
  cured in any way except by ending attunement to this item
  which ends this condition immediately.
  86
  
  Doublet of Cosmic Protection
  Armor (leather, studded leather, or hide), very rare  
  Crafted by: Star Spawn Hulk Hide x1 (Leatherworker)  
  While wearing this armor, you have resistance to psychic
  damage, and if you succeed on a saving throw against an
  effect imposed by a creature that would have resulted in
  you either becoming charmed or taking psychic damage,
  you may use your reaction to reflect that effect back on the
  creature that targeted you originally. That creature makes
  the same saving throw with the same DC, and if they fail,
  they suffer the same effects that you would have suffered. If
  that effect is to become charmed, they become charmed by
  you for the duration.
  Dragonreign Crown
  Wondrous item, legendary (requires attunement)  
  Crafted by: Red Abishai Horn x1 (Artificer)  
  While wearing this crown, you gain the following benefits:
  You have advantage on Charisma (Intimidation) and
  Charisma (Persuasion) checks.
  Whenever a creature with the type “dragon” attempts to
  do something that would directly result in damage to
  you, they must make a DC 18 Wisdom saving throw. On
  a failure, the creature must choose a different action
  instead that does not directly result in damage to you,
  wasting their action if they do not.
  As an action, you may choose up to four of your allies
  within 60 feet of you that you can see. Until the start of
  your next turn, those allies make attack rolls with
  advantage and can’t be frightened.
  As an action, you may force all creatures of your choice
  within 120 feet of you and can see you to make a DC 18
  Wisdom saving throw. On a failed save, a creature is
  frightened of you for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success. If a creature’s saving throw
  is successful or the effect ends for it, the creature is
  immune to this ability for the next 24 hours.
  As an action you may target one dragon you can see
  within 120 feet of you, forcing them to make a DC 18
  Charisma saving throw. If they are a chromatic dragon,
  they make this save with disadvantage. On a successful
  save, the target is immune to this ability for 1 hour. On a
  failed save, the target is charmed by you for 1 hour.
  While charmed in this way, the target regards you as a
  trusted friend to be heeded and protected. This effect
  ends if you or your allies deal damage to the target. If a
  creature’s saving throw is successful or the effect ends
  for it, the creature is immune to this ability for the next
  24 hours.
  Drow Amulet
  Wondrous item, rare (requires attunement)  
  Crafted by: Mark of Lolth x1 (Thaumaturge)  
  While you are wearing this amulet, you gain a darkvision
  out to a range of 120 feet. You may also use the item to cast
  the dancing lights cantrip, as well as the faerie fire and
  darkness spells. The two latter spells may only be used
  once each per long rest. Charisma is your spellcasting
  ability for all of these spells.
  Dust of Darkness
  Wondrous item, rare  
  Crafted by: Black Abishai Horn x1 (Alchemist)  
  This fine black dust is crafted from ground black abishai
  horn and is capable of creating a cloud of darkness once
  released into the air. As an action, you may throw a pinch of
  this dust into the air around you, instantly creating a 15-
  foot radius cloud of shadow similar to the darkness spell.
  You, and creatures you choose upon throwing the dust, are
  unaffected by this darkness and are able to see clearly
  through it. The darkness remains for 10 minutes. This bag
  has enough dust in it for 5 uses.
  Elemental Armlets
  Wondrous item, rare (requires attunement)  
  Crafted by: Myrmidon Shackles x1 (Blacksmith)  
  When you become attuned to these armlets, you may
  choose one of the following damage types: fire, cold,
  lightning, or thunder. If you do so, all of your weapon
  attacks are considered magical for the purposes of
  overcoming resistance and immunity, and you may choose
  to deal their damage using your chosen damage type
  instead of their original ones. In addition, whenever you
  score a critical hit, you deal an additional 1d8 of damage of
  your chosen damage type (this damage is not doubled).
  You may change your chosen damage type at any time by
  focusing on these armlets for 10 minutes.
  Enigma Sheet
  Wondrous item, rare  
  Crafted by: Psyche Echo x1 (Artificer)  
  This sheet of vellum constantly swirls with random text,
  runes, and symbols that form vaguely coherent thoughts
  before they disappear again into the chaos of the ink. As
  part of a wizard’s long rest, they may place this item into
  their spellbook, placing an enchantment over all of their
  spells and knowledge. So long as a wizard has this sheet in
  their spellbook, they may choose to invoke it whenever they
  cast a spell of level 1 or higher (no action required). If they
  do so, they must roll a d6 and use the table below to
  determine what random effect occurs.
  Enigma
  D6 Effect
  1 Your spell fails without any effect and you waste the
  spell slot used to cast it.
  2 Targets that are affected by your spell make any
  associated saving throws at advantage. If your spell
  involved an attack roll, that attack roll is made at
  disadvantage.
  3 If your spell damages a creature, you take damage
  equal to the amount that creature took. If your spell
  damages multiple creatures, you take damage equal
  to the most amount of damage inflicted on one
  creature. This damage is unmitigable in any way.
  4 You cast the spell as if it were done using a spell slot
  one level higher than the one you used, even if that
  is not a spell slot level that you would normally have
  access to.
  5 Targets that are affected by your spell make any
  associated saving throws at disadvantage. If your
  spell involved an attack roll, that attack roll is made
  at advantage.
  6 You instantly regain use of the spell slot you used to
  cast that spell.
  87
  
  Frost Dagger
  Weapon (dagger), rare  
  Crafted by: Frost Salamander Fang x1 (Blacksmith)  
  This dagger continually radiates a wave of cold that
  intensifies when sunk into exposed flesh. You have a +1 to
  attack and damage rolls made with this weapon, and when
  you deal damage with it, you may choose to convert the
  piercing damage into frost damage instead.
  Gearstring Launcher
  Weapon (any kind of crossbow or bow), rare  
  Crafted by: Oaken Bolter Gear x1 (Tinker)  
  This specialized weapon is fitted with an intricate series of
  gears that can add custom payloads to the wielder’s
  ammunition. While holding this weapon, you may use your
  bonus action to load or unload an item that is no larger
  than 6 inches in any dimension and that weighs up to 10
  pounds into the launching slot. If you have an item in the
  launching slot, you may choose to use your action to fire
  that loaded item as a specialized ammunition-head at any
  space or target within your weapon’s normal range. If your
  loaded item would normally involve making an attack roll
  against a target, you roll that attack roll as a normal ranged
  weapon attack and use any effects from that loaded item
  instead of your normal damage roll.
  Gem of Teleportation
  Wondrous item, rare (requires attunement)  
  Crafted by: Yugoloth Heart x1 (Artificer)  
  This gem has 5 charges. While holding this gem, you may
  spend your action and 1 charge in order to teleport yourself
  and any equipment you are wearing or carrying up to 60
  feet to an unoccupied space you can see. This gem regains
  1d4+1 charges at dawn.
  Alternatively, you may use 5 charges to cast the spell
  plane shift through the gem with the plane of Gehenna as
  your destination. If used in this way, the gem dissolves into
  a useless black ichor and is destroyed.
  Geryon’s Spite
  Weapon (pike), legendary (requires attunement)  
  Crafted by: Stinger of Geryon x1 (Blacksmith)  
  You have a +3 bonus to attack and damage rolls made with
  this magic weapon and any creature you hit must succeed
  on a DC 21 Constitution saving throw or take 2d12 poison
  damage and become poisoned until it finishes a short or
  long rest. The target’s hit point maximum is reduced by an
  amount equal to half the poison damage it takes. If its hit
  point maximum drops to 0, it dies. This reduction lasts
  until the poisoned condition is removed.
  Ghostfire Pack
  Wondrous item, very rare  
  Crafted by: Ghostfire Engine x1 (Tinker)  
  This 1-foot cube mechanical pack contains the key
  components of a cadaver collector’s internal engine and is
  designed to be attached to a suit of plate armor to bolster
  the wearer’s abilities with unholy, mechanical endurance.
  Attaching this pack to the back of a suit of plate armor
  takes 1 hour and takes 10 minutes to remove it. A suit of
  plate armor that has had this pack attached to it has the
  following properties:
  The wearer of the suit’s Strength score increases to 18
  if it was less than that before.
  The wearer of the suit is immune to the exhaustion
  condition and has advantage on Constitution saving
  throws.
  The wearer of the suit may use their bonus action to
  imbue themselves with necrotic energy, causing their
  next successful weapon attack this turn to deal an extra
  2d6 necrotic damage. Once this ability has been used
  once, it cannot be used again until the wearer has killed
  another creature.
  88
  
  Gloves of Pestilence
  Wondrous item, very rare  
  Crafted by: Oinoloth Claw x2 (Leatherworker)  
  While wearing these gloves, you gain a +2 bonus to attack
  and damage rolls made with your unarmed strikes, and
  their damage type changes to slashing. In addition, if you
  make a successful critical hit against a creature with an
  unarmed strike, that creature must succeed on a DC 16
  Constitution saving throw or become infected by a disease
  for the next minute. Constructs and undead automatically
  succeed this saving throw. While infected in this way, a
  creature can’t regain hit points and they suffer 1d4 necrotic
  damage at the start of each of their turns. They may make
  the saving throw again at the end of each of their turns,
  ending the disease on a success.
  Guardian Mask
  Wondrous item, rare (requires attunement)  
  Crafted by: Merregon Mask x1 (Artificer)  
  While wearing this mask, whenever a creature within 5 feet
  of you is hit by an attack, you may use your reaction to
  cause that attack to hit you instead. In addition, if a
  creature within 5 feet of you fails a death saving throw, you
  may use your reaction to turn that failure into a success.
  Hammer of the Eternal Quake
  Weapon (warhammer), legendary (requires attunement)  
  Crafted by: Zaratan Rubble x1 large pouch (Artificer)  
  You have a +3 bonus to attack and damage rolls made with
  this weapon. Strikes made with this weapon have a chance
  to reverberate constantly, compounding the damage you do
  to your target. If you roll the maximum value on a damage
  dice with this weapon, you may reroll that dice, adding the
  result to your total damage dealt. Rerolled dice may also
  trigger this effect, and there is no limit to how many times
  this effect can repeat.
  In addition, while holding this hammer you may use the
  Attack action to slam its head into the ground, creating a
  shockwave that forces all targets within 30 feet of you to
  succeed on a DC 20 Dexterity saving throw or be knocked
  prone. If you are able to make multiple attacks with the
  Attack action, this attack replaces one of them.
  Harp of Horror
  Wondrous item, rare  
  Crafted by: Howler Voice Box x1 (Tinker)  
  You must be proficient with stringed instruments to use
  this harp. This harp has 3 charges. As an action, you can
  expend 1 charge to create a horrid, mind-shattering tune.
  Each creature within 30 feet of you that hears this
  performance must succeed on a DC 16 Wisdom saving
  throw or become frightened of you until the end of your
  next turn. While frightened in this way, a creature’s speed is
  halved and it is incapacitated. If you wish, you may choose
  to make all creatures in the area that aren't hostile toward
  you automatically succeed on the saving throw. A creature
  that succeeds on its saving throw is immune to the effect of
  this harp for 24 hours. The harp regains 1d3 expended
  charges daily at dawn. If you use the last charge, there is a
  20 per cent chance that the harp crumbles into dust and
  becomes useless.
  Haunted Figure
  Wondrous item, rare  
  Crafted by: Dybbuk Spirit x1 (Tinker) 
  This figure resembles an infant child of a humanoid race of
  your choice. Due to the tamed dybbuk spirit possessing it,
  this figure is incredibly lifelike and seems like a real child
  to anyone but the most discerning observers.
  When first created, this figure is deactivated and only
  awakens once a chosen command word is spoken within
  10 feet of it. This figure is then loyal to whomever spoke
  the command word and follows its verbal commands;
  however, it often fulfills vague orders in mischievous ways.
  If it has fulfilled all of its duties, the haunted figure
  attempts to entertain itself through a variety of (often
  dangerous) pranks.
  This figure remains active until its command word is
  spoken again or if it the creature that spoke its command
  word moves more than 1 mile away from it or is on a
  different plane of existence. If this figure is reduced to 0 hit
  points, it is broken beyond repair and the animating spirit
  within dissipates.
  Use the following statblock for your haunted figure when
  it is animated:
  89
  Haunted Figure
  Tiny construct, chaotic neutral
  Armor Class 14
  Hit Points 12 (3d6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 19 (+4) 10 (+0) 16 (+3) 15 (+2) 14 (+2)
  Condition Immunities charmed, exhaustion,
  poisoned
  Senses passive Perception 12
  Languages understands the language of its owner
  but can't speak
  False Appearance. While the haunted figure
  remains motionless, it is indistinguishable from a
  regular doll.
  Actions
  Telekinetic Thrust. The haunted figure targets a
  creature or unattended object within 30 feet of
  it. A creature must be Medium or smaller to be
  affected by this magic, and an object can weigh
  up to 150 pounds. If the target is a creature, the
  haunted figure makes a Charisma check
  contested by the target's Strength check. If the
  haunted figure wins the contest, the haunted
  figure hurls the target up to 30 feet in any
  direction, including upward. If the target then
  comes into contact with a hard surface or heavy
  object, the target takes 1d6 damage per 10 feet
  moved. If the target is an object that isn't being
  worn or carried, the haunted figure hurls it up to
  30 feet in any direction. The haunted figure can
  use the object as a ranged weapon, attacking one
  creature along the object's path (+4 to hit) and
  dealing 2d4 bludgeoning damage on a hit.
  
  Hellbolt Striker
  Weapon (any melee weapon), very rare  
  Crafted by: Hellbolt Coil x1 (Tinker)  
  You gain a +1 to attack and damage rolls made with this
  magical weapon. This weapon is lined with a fiendish coil
  designed to release stored energy once it is charged by a
  particularly powerful strike. When you make a successful
  critical hit against a creature with this weapon, up to three
  other creatures of your choice within 30 feet of your target
  that you can see must make a DC 20 Dexterity saving
  throw as an arc of lightning streaks from the original target
  towards them. Creatures take 5d8 lightning damage on a
  failed save, or half as much damage on a successful one.
  Helm of Abyssal Domination
  Wondrous item, legendary (requires attunement)  
  Crafted by: Demon Lord’s Authority x1 (Thaumaturge)  
  This helmet has 11 charges. While wearing this helm, you
  spend an action to expend 1 or more charges to do one of
  the following:
  You may cast the spell detect magic (1 charge) fireball (3
  charges plus 1 additional charge for every level above
  3rd) hold monster (5 charges plus 1 additional charge
  for every level above 5th) or wall of fire (4 charges plus 1
  additional charge for every level above 4th).
  For the next minute, any creature hostile to you that
  starts its turn within 20 feet of you must make a DC 21
  Wisdom saving throw, unless you are incapacitated. On
  a failed save, the creature is frightened until the start of
  its next turn. If a creature's saving throw is successful,
  the creature is immune to this ability for the next 24
  hours (2 charges).
  For the next 10 minutes you gain truesight out to a
  range of 120 feet (1 charge).
  For the next hour you gain telepathy out to 120 feet and
  are able to both understand and speak Infernal (1
  charge).
  For the next hour you gain resistance to cold, fire, and
  poison damage (2 charges).
  You may target a devil with a CR less than 20 that you
  can see within 60 feet of you. That devil must succeed
  on a DC 21 Wisdom saving throw or be charmed by you
  for 1 hour. While charmed by you, that devil must obey
  any command you give it that is not directly harmful to
  it. If a devil succeeds on the saving throw, it is immune
  to this ability for the next 24 hours (3 charges).
  This helmet regains 1d10 charges at dawn.
  Helm of the Bronze General
  Wondrous item, legendary (requires attunement)  
  Crafted by: Twin Horns of Bael (Blacksmith)  
  While wearing this helm you have a +2 bonus to AC and
  you may use your bonus action to appear dreadful until the
  start of your next turn, forcing each creature that starts
  their turn within 10 feet of you to succeed on a DC 18
  Wisdom saving throw or be frightened until the start of
  their next turn.
  Helm of the Dark Reach
  Wondrous item, very rare (requires attunement by a
  spellcaster)  
  Crafted by: Star Spawn Seer Brain x1 (Artificer)  
  The spatial bending essence trapped in this helm imparts
  your magic with extra abilities. This helm has 6 charges.
  Whenever you cast a spell that targets only one creature
  and uses an attack roll, you may expend a charge to add any
  of the following effects to the results of your successful hit:
  Your target must succeed on a Strength saving throw or
  be pushed up to 10 feet away from you.
  Your target must succeed on a Strength saving throw or
  be pulled up to 10 feet towards you.
  Your target must succeed on a Wisdom saving throw or
  have their speed halved until the start of your next turn.
  Your target must succeed on a Wisdom saving throw or
  be marked by spatial energy until the end of your next
  turn. A creature marked by spatial energy is considered
  a valid target for all of your spells even if they are out of
  range or not in your line of sight.
  This helm regains all expended charges daily at dawn.
  Helm of the Predator
  Wondrous item, very rare  
  Crafted by: Predator Sensor x1 (Tinker)  
  While wearing this helm, you have blindsight out to a range
  of 30 feet and darkvision out to a range of 60 feet. In
  addition, if you spend an action holding and focusing on an
  item that could identify a creature (such as a lock of hair, a
  well-worn glove, or a much-used weapon), you become
  tuned to that creature’s physical presence for as long as you
  are wearing this helm. While tuned in this way, you are
  aware of their direction from you, their distance from you
  accurate to within 1000 yards, and which plane of
  existence they are on if it is different your current one.
  Helm of the Thunder Charger
  Wondrous item, rare  
  Crafted by: Armanite Skull x1 (Blacksmith)  
  While wearing this helm, if you move at least 15 feet in a
  straight line immediately before making a successful melee
  weapon attack, you may add an additional 1d4 lightning
  damage to your damage roll.
  Hide of Hiding
  Armor (leather), very rare (attunement required)  
  Crafted by: Orthon Hide x1 (Leatherworker)  
  While wearing this armor, you can spend your action to
  make yourself and everything you are carrying and wearing
  become invisible until the start of your next turn. This
  invisibility ends immediately if you make an attack roll or
  are hit by an attack.
  Hood of the Aquatic Ambush
  Wondrous item, rare  
  Crafted by: Hydroloth Bladder x1 (Leatherworker)  
  While wearing this hood, you can breathe underwater, you
  have a swimming speed of 60 feet, and if you make a
  weapon attack against a surprised creature while both of
  you are submerged in liquid, your attack is considered a
  critical hit so long as it hits successfully.
  90
  
  Inertia Piston
  Weapon attachment, rare  
  Crafted by: Copperstone Joint x1 (Tinker)  
  This item may be attached to any melee bludgeoning
  weapon. Attaching or removing this item from a weapon
  takes 10 minutes to complete. A weapon can only have one
  attachment at a time.
  If you score a critical hit with a weapon that has this item
  attached against a creature that is size Large or smaller,
  you may choose to also knock them prone or move them up
  to 5 feet away from you.
  Infernal Engine
  Wondrous item, legendary  
  Crafted by: Hellfire Core x1 (Tinker) 
  This dark metal box measures 1 foot on all sides and is
  engraved with ancient runes taken from the manuals of
  Mechanus. As an action, you may place this item on the
  ground while speaking its command word. If you do so, the
  engine attempts to form the shape of a wagon around itself
  using any solid inorganic material within a 30-foot radius
  around it that is not worn, carried, or firmly attached to a
  structure. This open-topped wagon measures 10 feet wide,
  20 feet long, and 10 feet high. This process takes 1 minute
  and fails if there is less than 15 cubic feet of material to
  use.
  Once completed, the wagon can be piloted as an action
  by the creature that spoke its command so long as that
  creature is inside the wagon. Piloting the wagon is done
  through mental commands and requires no manual input.
  The wagon has a move speed of 60 feet and can hold up to
  2,000 lb., but its speed is reduced to half if it carries more
  than 1,000 lb. The wagon has 18 AC (regardless of material
  used), 100 hit points, and immunity to poison and psychic
  damage.
  The wagon may be used for up to 4 hours in one day
  which may be used all at once or in shorter intervals. The
  time it takes to form the wagon is not subtracted from this
  total. The wagon transforms back into the infernal engine
  instantly if the time elapses, the wagon is reduced to 0 hit
  points, or the original user speaks the command word
  again while within 10 feet of it. Once the wagon reverts
  back into the engine, all used material drops to the ground,
  inert.
  Infernal Wings
  Wondrous item, rare (requires attunement)  
  Crafted by: Demon Wing x2 or Devil Wing x2
  (Leatherworker)  
  A repurposed pair of wings harvested from a fiend and
  inlaid with enchantments to make them suitable for mortal
  use. While they normally take the appearance of a black
  cloak with a crimson tinge, you may speak their command
  word as an action to transform them into replicas of the
  wings of the fiend that they were harvested from and attach
  them to your back for 1 hour, or until you repeat the
  command word as an action. In this form, they give you a
  flying speed of 60 feet. In addition, if you are subject to an
  effect that would cause you to suffer fire damage, you may
  instead spend your reaction to wrap your wings around
  yourself and become immune to fire damage and lose the
  flying speed granted by this item until the start of your next
  turn.
  Once the wings have disappeared, they may not be
  activated again until the next dawn.
  Ironleather Splint
  Armor (splint), rare  
  Crafted by: Ironleather Hide x1 (Blacksmith)  
  This flexible armor acts like regular splint but does not
  impose disadvantage on Dexterity (Stealth) checks.
  Lance of Isolation
  Weapon (lance), rare  
  Crafted by: Harpoon of Loneliness x1 (Blacksmith)  
  You gain a +1 bonus to attack and damage rolls made with
  this magical weapon. Whenever you successfully hit a
  creature with this weapon, they must make a DC 16
  Wisdom saving throw. On a failure, that creature cannot
  willingly enter a space that is within 5 feet of you until the
  start of your next turn.
  Lenses of the Hunter
  Wondrous item, rare (requires attunement)  
  Crafted by: Orthon Eye x2 (Artificer)  
  While wearing these lenses, you have darkvision to 120
  feet, truesight to 30 feet, and advantage on Wisdom
  (Perception) checks that rely on sight.
  Lifestealer’s Mask
  Wondrous item, very rare  
  Crafted by: Nabassu Eye x2 (Artificer)  
  While wearing this mask, if a creature you can see within
  60 feet of you attempts to regain hit points, you may spend
  your reaction to force it to make a DC 16 Charisma saving
  throw. On a failure, that creature gains no hit points, and
  any that it would have gained is instead restored to you as
  temporary hit points.
  Long-lasting Candle
  Wondrous item, common  
  Crafted by: Nupperibo Blubber x1 vial (Alchemist)  
  This candle burns for 1 year, shedding bright light in a 5-
  foot radius and dim light for an additional 5 feet. The
  stench emitted by this item when lit is particularly
  repellant.
  91
  
  Mechanus Gauntlets
  Wondrous item, legendary  
  Crafted by: Marut Hand x2 (Tinker)  
  While wearing these gauntlets, you automatically succeed
  on any contested Shove attack made against a target that is
  Huge or smaller. If the target is larger than that, you have
  advantage on your check instead. You also have a +3 bonus
  to attack and damage rolls on melee weapon attacks.
  Mindwipe Lenses
  Wondrous item, legendary (requires attunement)  
  Crafted by: Amnizu Eye x2 (Artificer)  
  These lenses have 10 charges. While wearing and attuned
  to these lenses, you may expend those charges to do any of
  the following.
  Devil’s Sight. You may use a bonus action and expend 1
  charge to enhance your vision with fiendish energy. For the
  next hour, you have darkvision out to a range of 120 feet,
  and magical darkness doesn’t impede your vision.
  Spellcasting. You may spend your action and a number
  of charges to cast any of the following spells: charm person
  (1 charge), command (1 charge), dominate person (5
  charges), dominate monster (8 charges), feeblemind (9
  charges). These spells are cast using your spell save DC. If
  you do not have one, the DC is set to 8 + your Intelligence
  modifier.
  Poison Mind. You may use an action to expend 3
  charges to target one creature you can see within 60 feet of
  you or expend 5 charges to target two creatures instead.
  Targeted creatures must succeed on a DC 19 Wisdom
  saving throw or take 4d12 necrotic damage and be blinded
  until the start of your next turn.
  Forgetfulness. You may use an action to expend 4
  charges to target one creature you can see within 60 feet of
  you. That creature must succeed on a DC 18 Intelligence
  saving throw or become stunned for 1 minute. A stunned
  creature repeats the saving throw at the end of each of its
  turns, ending the effect on itself on a success. If the target
  is stunned for the full minute, it forgets everything it
  sensed, experienced, and learned during the last 5 hours.
  These lenses recover all expended charges daily at dawn.
  Necro Gauntlets
  Wondrous item, rare  
  Crafted by: Death Claw x2 (Blacksmith)  
  While wearing these gauntlets, your unarmed strikes deal
  1d6 necrotic damage instead of the damage normal for an
  unarmed strike and they count as magical for the purposes
  of overcoming magic resistance.
  Necroplate
  Armor (plate), very rare (requires attunement)  
  Crafted by: Acheron Steel x1 (Blacksmith)  
  While wearing this armor, you gain a +2 bonus to AC, you
  are immune to necrotic damage, and you are immune to
  any ability that would attempt to possess your body or
  remove your soul without your consent. In addition, any
  time an intangible creature attempts to move through your
  body (such as if they were on the Border Ethereal or by
  using the incorporeal movement trait), the attempt fails,
  and they take 1d0 force damage instead.
  Oil of the Memory Thief
  Oil, very rare  
  Crafted by: Coalescence Gel x1 vial (Alchemist) 
  As an action, you can coat up to 5 pieces of slashing or
  piercing ammunition or one slashing or piercing weapon
  with this oil. For the next 10 minutes, any creature struck
  by this weapon or ammunition must succeed on a DC 15
  Wisdom saving throw or become memory drained until it
  finishes a short or long rest or until it benefits from the
  greater restoration or heal spell. Constructs, oozes, plants,
  and undead succeed on the save automatically. While
  memory drained, a creature must roll a d4 and subtract the
  number rolled from any ability check or attack roll it
  makes. Each time the target is memory drained beyond the
  first, the die size increases by one: the d4 becomes a d6, the
  d6 becomes ad8, and so on until the die becomes a d20, at
  which point the target becomes unconscious for 1 hour or
  until it takes damage, whichever comes first.
  Paralyzing Dust
  Wondrous item, uncommon  
  Crafted by: Maurezhi Claw x1 (Alchemist)  
  As an action, you may blow this pouch of grey dust into the
  face of a non-undead creature within 5 feet of you. That
  creature must succeed on a DC 10 Constitution saving
  throw or be paralyzed for 1 minute. The target can repeat
  the saving throw at the end of each of its turn, ending the
  effect on a success.
  If this dust is dissolved into a liquid first and then drunk
  by a non-undead creature, they automatically fail the save
  and all subsequent saves for the next minute.
  92
  
  Permafrost Plate
  Armor (plate), rare (requires attunement)  
  Crafted by: Frost Salamander Scales x1 large pouch
  (Blacksmith)  
  While wearing this armor, you are resistant to cold damage.
  In addition, whenever you take fire damage, you may use
  your reaction to halve the damage taken and gain a +2
  bonus to your AC until the end of your next turn.
  Pipes of the Deceiver
  Wondrous item, legendary (requires attunement)  
  Crafted by: Tongue of Titivilus x1 (Artificer)  
  This pipe has 10 charges. If you are proficient in a wind
  instrument, you may expend charges and use your action to
  play this pipe and use one of the following abilities of your
  choice:
  Spellcasting. You use the pipe to cast one of the
  following spells of your choice: alter self (2 charges),
  animate dead (3 charges), bestow curse (3 charges),
  confusion (4 chargeS), major image (3 charges), modify
  memory (5 charges), mislead (5 charges), nondetection (3
  charges), or sending (3 charges).
  Frightful Word. You expend 2 charges and target one
  creature you can see within 10 feet of you. The target must
  succeed on a DC 18 Wisdom saving throw or become
  frightened of you for 1 minute. While frightened in this way,
  the target must take the Dash action and move away from
  you by the safest available route on each of its turns, unless
  there is nowhere to move, in which case it needn't take the
  Dash action. The target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Twisting Words. You expend 3 charges and target one
  creature you can see within 60 feet of you. The target must
  succeed on a DC 18 Charisma saving throw or become
  charmed by you for 1 minute. The charmed target can
  repeat the saving throw if you deal any damage to it. A
  creature that succeeds on the saving throw is immune to
  this ability for 24 hours. If you use this ability on a creature
  already charmed by you in this way, that creature must
  make the saving throw again. On a failure, you decide how
  that target acts on its next turn.
  This pipe regains all expended charges at dawn.
  Planar Prevention Paint
  Wondrous item, very rare  
  Crafted by: Plane Blocking Ichor x1 gallon (Alchemist)  
  An area that is enclosed by an outline of this viscous paint
  becomes magically sealed to teleportation and planar-
  based transportation. When viewed from another plane,
  the area appears to have a shimmering barrier of solid light
  that is impassable. Any travel into or out of the area by any
  method via a plane other than the one that the paint was
  used on is impossible. For example, you cannot walk
  through the barrier while you are in the Border Ethereal,
  nor can you succeed on a plane shift spell while inside the
  area.
  Furthermore, any attempt at teleporting into or out of the
  area automatically fails. However, teleportation within the
  confines of the area is still possible.
  This item has 1 gallon of paint in it, and each gallon of
  paint is enough to draw a 5-foot line. The protection that
  the paint bestows on an area is permanent and can only be
  removed by damaging the paint enough to break the
  outline.
  Plate of the Black Rider
  Armor (plate), very rare (requires attunement)  
  Crafted by: Narzugon Soul x1 (Thaumaturge)  
  These thick, pitch-black armor plates are infused with the
  lingering soul of a narzugon, granting you some of their
  fiendish abilities. You gain a +1 bonus to AC while wearing
  this armor. In addition, while adjacent to a horse that is
  friendly to you, you may spend 10 minutes bonding with it,
  transforming it into your steed. At your DM’s discretion,
  this ability may also be used on other riding creatures such
  as mastiffs, elks, camels, etc.
  While a creature is your steed, it is completely loyal to
  your commands and you may use your action to summon
  your steed to an unoccupied spot within 5 feet of you, so
  long as both of you are on the same plane of existence.
  While mounted on your steed, all creatures allied with 30
  feet of you that can see you are immune to the charmed
  and frightened conditions, and whenever you score a
  critical hit on a melee weapon attack you may deal an
  additional 2d10 fire damage.
  You may only have one steed at a time; using this ability
  on another creature while you already have a steed
  transfers all the benefits from this ability to your new
  target.
  Plate of the Pursuer
  Armor (plate), very rare (requires attunement)  
  Crafted by: Astral Dreadnought Crown Plate x1
  (Blacksmith)  
  While wearing this armor, you gain a +2 bonus to AC, and
  you may not be teleported or sent to another plane of
  existence against your will; any attempt to do so
  automatically fails.
  Potion of Adaptation
  Potion, rare  
  Crafted by: Mutagenic Blood x1 vial (Alchemist)  
  When you drink this potion, your form becomes
  particularly malleable and you quickly adapt to hazardous
  environments. For the next 6 hours, you gain the following
  benefits:
  You have darkvision out to a range of 60 feet if you had
  less than that before.
  You automatically succeed on saving throws against
  becoming exhausted imposed by being subjected to the
  effects of extreme weather.
  You can breathe underwater and have a swim speed
  equal to you walking speed.
  Any transmutation magic cast on you has double its
  normal duration.
  Due to the dubious origins of this potion’s ingredients,
  when this potion’s effects end, you must succeed on a DC
  15 Constitution saving throw or become poisoned for the
  next hour. This potion’s contents constantly change in hue
  and colour, ranging from a vibrant red, to a dull blue.
  Potion of the Duergar
  Potion, uncommon  
  Crafted by: Duergar Brain x1 (Alchemist)  
  When you drink this potion, you gain the ability to cast the
  mage hand and minor illusion spells at will for the next
  hour. This thick, grey potion seems to move around by itself
  as if acted on by an invisible force.
  93
  
  Potion of the Eternal Tide
  Potion, legendary  
  Crafted by: Leviathan Drop x1 (Alchemist)  
  When you drink this potion, you imbibe the power of an
  elder elemental, gaining all the strength of the ocean and
  the waves. You gain the following benefits for the next hour:
  You gain a swim speed equal to twice your walk speed
  and you can breathe underwater
  When you make a critical hit with a melee weapon
  attack, you may add the force of the tides to your strike.
  In addition to the usual effects of a critical hit, you deal
  an extra 2d8 force damage (this damage is not doubled),
  and your target must succeed on a DC 20 Strength
  saving throw or be knocked prone.
  You may cast the shape water spell at will. When you
  cast the spell in this way, you can affect water in a 50-
  foot cube instead of the usual 5 feet.
  If you are in contact with a body of water, you may use
  your action to absorb it in order to heal injuries,
  recovering 1 hit point for every ounce of water you
  absorb. You cannot absorb water if you are not missing
  hit points.
  24 hours after this potion was drunk, the vial it was in
  magically refills itself to be used again. This effect does not
  occur if the bottle was emptied through any other means
  such as being poured out into another container. This
  potion is constantly swirling without any outside force, and
  its cerulean blue color is punctuated by two dark spots
  resembling eyes peering out into the world.
  Potion of the Gestalt
  Potion, rare  
  Crafted by: Dead Memory x1 (Alchemist)  
  As part of drinking this potion, you must first drop a small
  piece of a humanoid’s body into it such as: a hair, a drop of
  blood, or a nail. When you drink this potion, your body
  transforms into a duplicate of whoever’s body part you
  dropped into the potion for the next 6 hours. Your racial
  abilities change to match your new body, as does your
  Strength, Dexterity, and Constitution scores. You do not
  gain any class abilities, spells, or proficiencies, however.
  While transformed in this way, you are able to perfectly
  imitate the voice and mannerisms of your chosen
  humanoid, and you have advantage on any Charisma
  checks made to persuade other people of your stolen
  identity. This thick potion constantly shifts inside its bottle,
  creating images inside its liquid of whomever is holding it.
  Potion of the Ice Hunter
  Potion, very rare  
  Crafted by: Frost Salamander Breath Pouch x1/4
  (Alchemist)  
  When you drink this potion, you become one with the frost
  and cold, able to move around in it with ease. For the next
  hour, you have resistance to cold damage, and you cannot
  be slowed down by snowy or icy terrain. You have
  advantage on Dexterity (Stealth) checks made to hide in
  snowy or icy terrain, and you have a burrow speed equal to
  your move speed so long as you are moving through snow
  or ice. In addition, on your turn you may use your bonus
  action to imbue your next strike with frosted fury, causing
  the next successful weapon attack you make on your turn
  to deal an additional 1d10 cold damage. This potion is a
  cloudy white color with pinpricks of icy blue that constantly
  float and flutter through the liquid.
  Potion of the Shadowjumper
  Potion, uncommon  
  Crafted by: Umbra Ichor x1 vial (Alchemist)  
  When you drink this potion, you gain the ability to merge
  with the shadows for the next hour. During this time, you
  may use your action to teleport yourself and anything you
  are wearing and carrying up to 500 feet to an area in line of
  sight, so long as both your starting and ending locations are
  in dim light or darkness.
  Potion of the Space Worm
  Potion, very rare  
  Crafted by: Star Worms x1/4 large pouch (Alchemist)  
  When you drink this potion, you temporarily gain an other-
  dimensional awareness of reality, as if the secrets of the
  universe have been laid bare before you. For the next hour,
  you have the following benefits:
  You have truesight out to a range of 100 feet.
  You cannot be surprised.
  You have advantage on Wisdom (Perception) checks.
  You have advantage on any Wisdom (Survival) checks
  made to navigate or find your way to something, and you
  are immune to any magical effect that would attempt to
  misdirect you or hamper your navigation.
  Whenever you roll to make an ability check, attack roll,
  or saving throw, you may use your reaction to reroll that
  dice and use the new result instead. You may decide to
  use this ability after making the initial roll, but before
  the DM determines if it is a success or not.
  This potion has a chunky consistency and is pitch black.
  It has a lingering flavor of spice that is vaguely reminiscent
  of cinnamon.
  Power Fist
  Wondrous item, very rare  
  Crafted by: Despot Fist x1 (Tinker)  
  This iron gauntlet moves with a surprising fluidity and
  dexterity, despite what its large size would imply. Due to
  this gauntlet’s strength and grip, a hand wearing it is
  considered to be two hands for the sake of satisfying a
  weapon’s two-handed or versatile properties. In addition,
  any weapon wielded in that hand is considered to have the
  light property.
  94
  
  Primus Plate
  Armor (plate), legendary (requires attunement)  
  Crafted by: Marut Metal x1 (Blacksmith)  
  The metal of this armor was smelted by the unwavering
  hand of Primus and grants its wearer all the relentless
  endurance of their mechanical constructs. While wearing
  this armor, you have a +3 bonus to AC, you are immune to
  any magical effect that would change your form against
  your will or reduce your movement speed, and you are
  immune to the exhaustion, paralyzed, and restrained
  conditions.
  Psionic Oil
  Potion, very rare  
  Crafted by: Psychic Engine x1 (Alchemist)  
  You may spend 1 hour rubbing this weapon oil on any non-
  magical weapon to irreversibly transform it into your
  bonded psychic weapon. A bonded psychic weapon is
  considered magical and has the following properties:
  If you score a critical hit on your attack roll with this
  weapon, you deal an additional 1d6 psychic damage to
  all creatures of your choice within 5 feet of your original
  target (this damage is not doubled).
  You are aware of the location of your bonded psychic
  weapon at all times so long as you are on the same
  plane of existence, and if you are within 30 feet of it and
  it is within line of sight, you may use your bonus action
  to mentally call it to you, causing it to fly to your hand by
  the safest route possible.
  You may only have one bonded psychic weapon at a time.
  If you attempt to bond to another weapon, your connection
  to the original is lost and it instead becomes a magic
  weapon that any creature may attune to in order to utilize
  its special properties.
  Raven Queen’s Boon
  Wondrous item, rare (requires attunement)  
  Crafted by: Mark of the Raven Queen x1 (Thaumaturge)  
  This boon takes the form of a necklace strung with the
  Raven Queen’s symbol and several feathers plucked from a
  freshly slain raven. While wearing and attuned to it, you
  have advantage on death saving throws. In addition, when
  you make a successful weapon attack against a target, you
  may choose to deal an additional 1d12 necrotic damage.
  Once this ability has been used once, it may not be used
  again until you complete a short or long rest.
  Reactive Piston
  Wondrous item, uncommon  
  Crafted by: Pain Engine x1 (Tinker)  
  This piston may be attached to heavy armor. Doing so takes
  1 hour and it takes 10 minutes to remove. While wearing
  armor that has this piston attached, if you are struck by a
  critical hit by a creature within 5 feet of you, you may spend
  your reaction to force that creature to make a DC 15
  Dexterity saving throw. On a failure, that creature is struck
  by this piston and suffers 2d8 bludgeoning damage, and if
  they are size Large or smaller, are also pushed back 5 feet.
  Repelling Candle
  Wondrous item, common  
  Crafted by: Ogre Fat x1 vial (Alchemist)  
  This pale-yellow candle is made from ogre tallow and emits
  a powerful odour when burned. Any beast that possesses
  the keen smell trait or similar that starts their turn within
  100 feet of this lit candle, must succeed on a DC 12
  Constitution saving throw or be forced to spend their turn
  moving as far away from this candle as safely possible. A
  creature that succeeds on this saving throw is immune to
  this effect for 24 hours. This item otherwise acts as a
  normal candle and will last for a total of 1 hour while lit.
  Rod of Seasons
  Rod, very rare  
  Crafted by: Eladrin Heart x1 (Artificer)  
  This rod has 4 charges. While holding it, you can use your
  action to swing it, expending a charge and creating a
  magical, 30-foot radius aura centered on the rod for the
  next 10 minutes. This aura becomes a self-contained
  atmosphere with an effect determined by the season that
  you designate when you swing the rod which you may
  choose from below: 
  Autumn’s Bounty. The aura becomes filled with the
  calming breezes of autumn. Whenever a creature inside
  the aura casts a spell by using a spell slot, the caster has a
  10 per cent chance to immediately recover use of that spell
  slot. In addition, creatures in the aura have resistance to
  lightning damage.  
  Spring’s Rejuvenation. The aura becomes filled with the
  sweet aromas of spring. Whenever a creature in the aura
  rolls dice to recover hit points, they may ignore results of 1
  and 2 and reroll those dice, taking the new result even if it
  is another 1 or 2. In addition, creatures in the aura have
  resistance to poison damage.  
  Summer’s Vitality. The aura becomes filled with the
  energizing heat of summer. Any creature that makes a
  weapon attack in the aura may choose to either do so with
  advantage, or to roll an additional damage dice on a
  successful hit. The decision must be made before the
  attack roll is made. In addition, creatures in the aura have
  resistance to fire damage.  
  Winter’s Rest. The aura becomes filled with the slowing
  cold of winter. The space within the aura is considered
  difficult terrain, and any creature that ends their turn inside
  the aura must succeed on a DC 15 Constitution saving
  throw or gain one level of exhaustion. This exhaustion is
  removed once the creature leaves the aura. In addition,
  creatures in the aura have resistance to cold damage.
   
  If this rod is swung again before 10 minutes has passed,
  the user may expend another charge to change the aura’s
  effect to a different season, ending the original one in the
  process and refreshing the duration. This rod regains all
  expended charges at dawn. If you use the last charge, there
  is a 25 per cent chance that the rod crumbles into dust and
  becomes useless.
  95
  
  Rope of Fantasy
  Wondrous item, rare  
  Crafted by: Balhannoth Tentacle x2 (Leatherworker)  
  This coil of rope is 30 feet long. Any creature restrained by
  this rope for 1 minute must succeed on a DC 15 Wisdom
  saving throw or become charmed. While charmed in this
  way, a creature becomes extremely calm and unaggressive
  as they receive visions of their deepest wishes. The
  creature remains charmed until the rope is removed or
  until they receive damage. Once a creature has become
  charmed by this rope once, or if they passed the initial
  saving throw, they cannot be charmed again by this rope for
  24 hours.
  Rumble Quiver
  Wondrous item, very rare (requires attunement)  
  Crafted by: Shock Barrel x1 (Tinker)  
  This magical quiver can store up to thirty arrows or bolts.
  Ammunition drawn from this quiver is considered magical
  for the purposes of overcoming resistance and immunity to
  nonmagical attacks and damage, so long as it is fired
  within the same turn as it was drawn. As a bonus action,
  you may speak the quiver’s command word, causing it to
  enchant the next piece of ammunition that you draw from
  it. If this enchanted ammunition successfully hits a
  creature, all other creatures within 5 feet of the initial
  target must succeed on a DC 20 Dexterity saving throw or
  suffer 1d6 thunder damage. If the ammunition does not
  strike a creature by the end of your turn, the enchantment
  on it ends.
  Shadow Robe
  Wondrous item, very rare (requires attunement)  
  Crafted by: Shadow Robe Wisps x1 (Artificer)  
  This robe constantly billows wisps of protective shadow as
  if it were smoke. While wearing this robe, you have a +1
  bonus to AC, and if you are in dim light or darkness,
  creatures that rely on sight have disadvantage on attack
  rolls made against you.
  Shadow Sword
  Weapon (shortsword), rare (requires attunement)  
  Crafted by: Shadowy Soul x1 (Thaumaturge)  
  When you successfully hit a target with this sword, you may
  fill a 5-foot cube within 5 feet of your target with magical
  darkness that only you are able to see in. This darkness
  remains for 1 minute or until you dismiss it as a free action.
  Singing Skull
  Wondrous item, uncommon  
  Crafted by: Berbalang Tongue x1 (Artificer)  
  While holding this item, you may cast the speak with dead
  spell. Once used, this item cannot be used again until the
  next dawn.
  Siphon Boon
  Wondrous item, rare (requires attunement)  
  Crafted by: Patron’s Favour x1 (Thaumaturge)  
  When you cast a spell, you may instead cast it as if you used
  a spell slot one level higher than the one you actually used,
  even if such a level would not normally be available to you.
  Once you have used this ability once, you may not use it
  again until you have finished a short or long rest. If you are
  attuned to this item, you may also use it as a spellcasting
  focus.
  Soul Cleaver
  Weapon (greataxe), very rare (requires attunement)  
  Crafted by: Nabassu Jaw x1 (Blacksmith)  
  You have a +2 bonus to attack and damage rolls made with
  this weapon. In addition, if you successfully hit a creature
  with this weapon, you may force them to make a DC 16
  Constitution saving throw. On a failure, a creature has their
  connection to their lifeforce disrupted until the end of your
  next turn. During this time, they cannot regain hit points,
  they lose any damage resistances they may have had, and
  they have disadvantage on Constitution saving throws.
  Undead and constructs are immune to this ability. Once
  used, this ability cannot be used again until you kill a
  creature that is not undead or a construct.
  Staff of Demon Tongue
  Staff, very rare (requires attunement by a spellcaster)  
  Crafted by: Molydeus Snake Head x1 (Thaumaturge)  
  This staff has 10 charges. While holding this staff, you may
  use your action to expend 1 or more charges to do one of
  the following:
  Spellcasting. You can cast the following spells using the
  staff. Spells are cast at their lowest level, but can have their
  spell level increased by expending more charges at a rate of
  1 extra charge per extra spell level: conjure animals (2
  charges, can only be used to summon snakes), detect
  thoughts (2 charges), dispel magic (3 charges), lightning
  bolt (3 charges), polymorph (4 charges, can only be used to
  polymorph into snakes), telekinesis (5 charges) teleport (7
  charges), imprisonment (9 charges).
  Demonic Authority. You expend 4 charges and target a
  humanoid or a demon that you can see within 60 feet of
  you, forcing them to succeed on a Wisdom saving throw or
  become charmed by you for 1 hour. This ability is able to
  charm demons even if they have immunity to the charmed
  condition. While charmed in this way, the target views you
  as a feared commander and does their best to follow your
  orders as if they were given under threat of punishment
  (whether this is true or not is irrelevant). Anytime you or
  your allies damage the target, they may make the saving
  throw again, ending the effect on itself on a success. As an
  action, you may end the charm effect early, and as part of
  that, you may force the target to make another Wisdom
  saving throw. On a failure, the target suffers 2d8 psychic
  damage and is frightened of you for the rest of the duration
  of the original charm effect.
  Demonic Corruption. You expend 3 charges and target
  a creature within 60 feet of you that is not undead or a
  construct. That creature must succeed on a Constitution
  saving throw or suffer 4d6 necrotic damage and have their
  hit point maximum reduced by the same amount. This
  reduction lasts until the target finishes a long rest. The
  target dies if their hit point maximum is reduced to 0.
  96
  
  Staff of Maleficence
  Staff, legendary (requires attunement by a spellcaster)  
  Crafted by: Nagpa Claw x1 (Artificer)  
  This twisted staff has 10 charges. While holding it, you can
  expend 1 or more of its charges to use any of the following
  abilities:
  Spellcasting. You use the staff to cast any of the
  following spells using your spell save DC. Spells are cast at
  their lowest level, but you may increase their level by
  spending 1 extra charge per increased spell level: charm
  person (1 charge), witch bolt (1 charge), hold person (2
  charges), ray of enfeeblement (2 charges), confusion (4
  charges), dominate person (5 charges), geas (5 charges),
  circle of death (6 charges), disintegrate (6 charges),
  feeblemind (8 charges).
  Paralysis. As an action, you expend 3 charges and slam
  this staff into the ground, releasing a shockwave of atrophic
  energy that interferes with the motor functions of all
  creatures around you. All creatures within 30 feet of you
  must succeed on a DC 20 Wisdom saving throw or be
  paralyzed for 1 minute. A paralyzed target can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success. Undead and constructs are
  immune to this effect.
  Extend Dominion. As an action, you expend 4 charges
  and target one creature within 30 feet that you can see that
  is charmed by you. Any elapsed duration of that charm
  effect is reset as if that creature had just become charmed
  by you. In addition, until that charm effect ends, any saving
  throw that creature makes to end that charm effect is made
  at disadvantage.
  Harvest Knowledge. When a creature you can see
  within 30 feet of you dies, you may use your reaction to
  steal their knowledge for yourself, which you retain for the
  next 24 hours. Doing so takes a number of charges equal to
  their Intelligence score minus your own (minimum of 1
  charge). While you have their stolen knowledge, you have
  access to all of their memories, giving you all the languages
  that they knew and any proficiencies they may have had
  (except for saving throw proficiencies). In addition, if their
  Intelligence score was greater than yours, your Intelligence
  score rises to equal theirs. You do not gain access to any of
  their spells or abilities through this knowledge.
  This staff regains all expended charges at dawn.
  Whenever you use the last charge, there is a 10 per cent
  chance that this staff disintegrates into feather-like ashes
  and becomes useless.
  Staff of Mockery
  Wondrous item, common  
  Crafted by: Rutterkin Tentacle x1 (Tinker)  
  This gnarled staff possesses a fully functioning mouth set
  into its head and starts with 1d4 charges. While holding
  this staff, you may use your action and 1 charge to target a
  humanoid you can see within 10 feet of you. If you do so,
  this staff repeats everything that humanoid says in an off-
  putting, mocking voice. This voice changes every time you
  target a new humanoid with this staff. This staff continues
  copying that humanoid’s words until that humanoid moves
  more than 10 feet away from the staff, 10 minutes pass, or
  you use your action to deactivate it. This staff regains all
  expended charges at dawn.
  Staff of the Chained Spell
  Staff, very rare (requires attunement by a spellcaster)  
  Crafted by: Trident Spine x1 (Artificer)  
  While holding this three-headed staff, you may target up to
  3 creatures you can see within 60 feet of you, forcing them
  to make a Wisdom saving throw against your spell save
  DC. A creature can choose to fail this saving throw if they
  wish. On a failure, a target becomes linked for the next 24
  hours to any other creature that also failed this saving
  throw. Whenever you target a linked creature with a spell
  while holding this staff, all other linked creatures are
  targeted as well, duplicating the effect of the spell on them
  without requiring extra actions or spell slots. All regular
  rules for spell targeting still apply, e.g. they must be within
  range, within line of sight, etc. Linked creatures make all
  relevant saving throws and resolve effects independently of
  one another.
  Once this ability has been used once, it cannot be used
  again until the next dawn.
  Star Breaker
  Weapon (any melee weapon), very rare (requires
  attunement)  
  Crafted by: Elder Star Fragment x1 (Blacksmith)  
  You gain a +1 bonus to attack and damage rolls with this
  weapon. This weapon has 6 charges. While holding this
  weapon, you may use your bonus action to expend a charge
  and use either of the following abilities:
  Collapse Distance. You target a creature you can see
  within 60 feet of you. That creature must succeed on a DC
  19 Wisdom saving throw or be magically teleported, along
  with any equipment it is wearing or carrying, to an
  unoccupied space you can see within 5 feet of you.
  Spatial Leap. You magically teleport yourself, along with
  any equipment you are wearing or carrying to an
  unoccupied space you can see within 60 feet of you.
  This weapon regains all expended charges daily at dawn.
  Stylus of Draconic Influence
  Wondrous item, very rare  
  Crafted by: Green Abishai Horn x1 (Artificer)  
  This stylus has 8 charges. While holding this stylus, you
  may spend 1 minute and a number of charges to cast the
  glyph of warding spell, choosing the Spell Glyph option and
  infusing it with a spell chosen from the following list:
  charm person (1 charge), fear (3 charges), confusion (4
  charges), dominate person (5 charges), mass suggestion (6
  charges). All spells are cast at their lowest possible level
  and all spells use your spell save DC. If you do not have a
  spell save DC, the DC is set to 8 + your Intelligence
  modifier.
  This item recovers 1d8 charges at dawn. If you use the
  last charge, there is a 10 per cent chance that it crumbles
  into dust and becomes useless.
  Suit of Shadows
  Armor (Hide), rare (requires attunement)  
  Crafted by: Nabassu Hide x1 (Leatherworker)  
  While wearing this armor, you have a +1 bonus to AC and
  you constantly exude an aura of magical darkness that only
  you can see in around yourself in a 10-foot radius. Within
  this aura, non-magical light can be no brighter than dim
  light. You may turn this aura on or off by speaking the
  item’s command word as a bonus action.
  97
  
  Talisman of Annihilation
  Wondrous item, legendary  
  Crafted by: Anti-Heart x1 (Artificer)  
  While wearing this talisman, you may use your bonus
  action to exude an aura of anti-life in a 30-foot radius
  around you until the start of your next turn. Any creature in
  the aura that attempts to recover hit points must make a
  DC 21 Constitution saving throw. On a failure, they recover
  0 hit points instead. Undead are immune to this aura.
  As an action, you may destroy this talisman by breaking
  it upon the ground. If you do so, the talisman bursts into a
  60-foot radius sphere of anti-life, enveloping all creatures
  not behind total cover from the talisman. All creatures
  caught inside the sphere must make a DC 21 Constitution
  saving throw, suffering 12d12 necrotic damage on a failure,
  or half that on a success.
  Any creature that dies either in your aura, or as a result
  of the anti-life sphere, explodes in a burst of negative
  energy, forcing all creatures adjacent to them other than
  you to succeed on a DC 21 Constitution saving throw or
  take 4d6 necrotic damage and, if they exploded due to
  dying in your aura, granting you advantage on attack rolls
  against them until the start of their next turn.
  Talisman of Nature’s Wrath
  Wondrous item, very rare (requires attunement by a
  spellcaster)  
  Crafted by: Entropy Shard x1 (Artificer)  
  This talisman has 4 charges and channels energy from the
  elemental plane, bolstering your magic with primal power.
  If you cast a spell that deals either fire, cold, lightning, or
  thunder damage, you may expend a charge in order to give
  that spell an additional effect as determined by its damage
  type:
  Fire. Any creature that received fire damage from your
  spell is set ablaze and suffers 1d8 fire damage at the end of
  their turn unless they, or an adjacent creature, spends their
  action to pat the fire out.
  Cold. Any creature that received cold damage from your
  spell must succeed on a Constitution saving throw or have
  their speed halved until the end of your next turn.
  Lightning. Any creature that received lightning damage
  from your spell must succeed on a Constitution saving
  throw or be stunned until the start of your next turn.
  Thunder. Any creature that received thunder damage
  from your spell must succeed on a Strength saving throw
  or be knocked prone until the start of your next turn.
  This item regains all expended charges at dawn.
  Tiamat’s Boon
  Wondrous item, rare (requires attunement)  
  Crafted by: Mark of Tiamat x1 (Thaumaturge)  
  When you first become attuned to this item, choose a
  damage type from the following: acid, poison, fire, lightning,
  and cold. You gain resistance to that damage type. You also
  gain the ability to use your action to release a wave of
  deadly breath from your mouth. Targets in a 30-foot cone in
  front of you must make a DC 14 Dexterity saving throw,
  suffering 2d8 damage of the damage type you chose on a
  failure, or half that on a success. Once this ability has been
  used, it may not be used again until you finish a long rest.
  After a long rest, you may choose to switch your chosen
  damage type to a different one from the list.
  Terminator Armor
  Armor (plate), very rare  
  Crafted by: Adaptive Plating x1 (Blacksmith)  
  While wearing this armor, you gain a +2 bonus to AC, and
  anytime you receive fire, cold, lightning, thunder, necrotic,
  poison, or acid damage, you may spend your reaction to
  gain resistance to that damage type for the next 10
  minutes. You may only have resistance to one damage type
  at a time through this ability; attempting to use this ability
  again before the 10 minutes elapses replaces the damage
  resistance type you already have. In addition, due to the
  near-organic way in which this metal armor moves, it does
  not impose disadvantage on Dexterity (Stealth) checks like
  regular plate armor does.
  Tourniquet of Prophylactic
  Wondrous item, rare  
  Crafted by: Bulezau Tail x1 (Alchemist)  
  This tourniquet is made from a bulezau tail treated with
  medicinal herbs and oils. So long as you wear this
  tourniquet, you have advantage on saving throws to avoid
  becoming diseased or to end a disease on yourself. Any
  time you succeed on either of those saving throws, you gain
  a number of temporary hit points equal to your
  Constitution modifier.
  Tracker Drone
  Wondrous item, very rare 
  Crafted by: Retriever Spirit x1 (Tinker)  
  This tiny, spider-like drone is roughly the size of a tick and
  has a small degree of sentience due to the animating spirit
  inside it. While within 30 feet of the drone, you may speak
  its command word as an action, causing it to become active
  and tuning it to yourself. Speaking its command word
  again causes it to deactivate and become lifeless. While
  active, the drone is capable of moving at a speed of 30 feet,
  has AC 10 and 1 hit point. It makes both Wisdom
  (Perception) and Dexterity (Stealth) checks with a +5
  bonus.
  So long as you and the drone are on the same plane of
  existence, it follows your commands which you are able to
  issue to it telepathically, and you are both always aware of
  your direction and distance from each other. As an action,
  the drone is able to bury itself painlessly inside a living
  creature’s skin where it becomes undetectable at a passing
  glance. If a creature uses its action to examine the creature
  the drone is hiding in, they may be able to spot a small
  lump in their skin with a successful DC 20 Wisdom
  (Medicine) check. There is no limit to how long the drone
  can remain inside a creature’s body, and it will only be
  removed if you command it to, or if a creature that has
  detected it spends their action to dig it out of the body it is
  hiding in (no check required).
  98
  
  Trickster’s Hammer
  Weapon (Warhammer), very rare (requires attunement)  
  Crafted by: Yagnoloth Giant Arm x1 (Blacksmith)  
  You have a +2 bonus to attack and damage rolls made with
  this weapon. When you make a successful critical hit
  against a creature with this weapon, you add a random
  extra effect to your attack. Roll a d4 and consult the table
  below for your result:
  Effect
  D4 Effect
  1 You deal 1d8 necrotic damage and gain temporary
  hit points equal to the damage dealt (this damage is
  not doubled).
  2 You deal an additional 2d8 lightning damage to your
  target (this damage is not doubled).
  3 Your target must succeed on a DC 16 Constitution
  saving throw or become stunned until the end of
  your next turn.
  4 You teleport, along with any equipment you are
  wearing or carrying, up to 60 feet to an unoccupied
  space you can see.
  Troll Amulet
  Wondrous item, rare (requires attunement)  
  Crafted by: Troll Heart x1 (Artificer)  
  This amulet contains the crystallized form of a troll heart
  preserved in tar. While wearing and attuned to this amulet,
  you may spend an action to activate it. For the next minute,
  you regain 10 hit points at the start of your turn so long as
  you haven’t taken acid or fire damage since the end of your
  last turn and so long as you start your turn with at least 1
  hit point. Once you have used this ability once, you cannot
  use it again until the next dawn.
  Vacant Mask
  Wondrous item, common  
  Crafted by: Shadow Visage x1 (Leatherworker)  
  This blank, featureless mask has been formed from the
  expressionless face of a skulk that has lost all sense of
  identity. Once you put on this mask, it merges with you,
  creating an illusion on you that causes your face to seem
  completely flat and featureless. You retain the ability to see
  through the illusion however, and your sense of vision is
  not impaired. This illusion does not hold up to physical
  inspection, and a creature can discern the nature of the
  illusion (but not your true identity underneath) by
  succeeding on a DC 15 Intelligence (Investigation) check.
  Only you may remove the mask, which you may do so by
  using your action to pry it off your face, ending the illusion
  immediately.
  Void Talisman
  Wondrous item, very rare (requires attunement)  
  Crafted by: Soul Monger Heart x1 (Thaumaturge)  
  Whenever you reduce a creature to 0 hit points while
  wearing this talisman, you gain temporary hit points for the
  next minute equal to half the creature’s hit point maximum.
  While you have temporary hit points from this ability, you
  have advantage on attack rolls.
  Wand of Chromatic Wrath
  Wand, legendary (requires attunement by a spellcaster)  
  Crafted by: Blue Abishai Horn x1 (Artificer)  
  This wand has 10 charges. While holding it, whenever you
  cast a spell that deals damage of either fire, lightning,
  poison, acid, or cold damage, you may spend a number of
  charges to change that damage type into another one of the
  damage types from that list. The amount of charges you
  spend are equal to the level of the spell slot you used to
  cast that spell (cantrips do not require any charges). In
  addition, you gain a +3 bonus to spell attack rolls made
  while holding this wand.
  The wand recovers all expended charges at dawn. If you
  use the last charge on this wand, there is a 10 per cent
  chance that it crumbles into dust and becomes useless.
  Wand of Disruption
  Wand, very rare (requires attunment)  
  Crafted by: Amnizu Hand x1 (Artificer)  
  This wand has 4 charges. As an action, you may expend 1
  charge to force a creature that you can see within 60 feet of
  you to make a DC 19 Constitution saving throw. On a
  failure, the target creature suffers 6d10 necrotic damage,
  and any magical effect currently affecting them is
  suppressed until the end of their next turn as if they were
  under the effect of an antimagic field spell.
  The wand recovers 1d4 expended charges daily at dawn.
  If you expend the wand’s last charge, roll a d20. On a 1, the
  wand crumbles into dust and is destroyed.
  Wand of Doom
  Wand, legendary (requires attunement by a spellcaster)  
  Crafted by: Nightwalker Doom Finger x1 (Artificer)  
  While holding this wand, you have a +2 bonus to your spell
  save DC and attack bonus for spell attacks, and any
  necrotic damage that you deal as the result of a spell deals
  one additional damage dice. In addition, you may use this
  wand to cast the circle of death or finger of death spells
  once per day each.
  Wanderer’s Hide
  Armor (hide), rare  
  Crafted by: The Lost Skin x1 (Leatherworker)  
  You gain a +1 bonus to AC while wearing this armor. In
  addition, you automatically succeed any Constitution
  saving throw to avoid exhaustion when travelling for long
  periods of time or travelling in extreme cold or heat.
  Warden Charm
  Wondrous item, very rare  
  Crafted by: Guardian Spirit x1 (Thaumaturge)  
  This stone charm contains the remains of an eidolon’s
  spirit which does its best to protect whoever is wearing it. If
  a creature within 5 feet of you attempts to attack you while
  you are unconscious and wearing this item, the spirit
  within the charm emerges to protect you, forcing the
  attacking creature to make a DC 16 Wisdom saving throw.
  On a failed save, the attacking creature suffers 2d6 force
  damage and is forced to pick a new target; wasting the
  attack if they fail to do so.
  99
  
  Artifacts
  The body parts of the Demon Lords contain power beyond
  that of any mortal creature. So great is their strength that
  they rival the gods themselves. There are no crafters
  associated with their items, since their creation can be
  heavily tied to the plot and whims of the DM.
  Amulet of the Dark Prince
  Wondrous item, artifact (requires attunement)  
  Crafted by: Graz’zt’s Heart x1 
  The Dark Prince is the master of hedonism, perversion,
  and twisted indulgences. According to one legend however,
  the Prince of Pleasure was not always like this. One origin
  described Graz’zt as once having been a mortal man, a
  prince of legendary beauty, charm, and wit. As the prince
  aged however, he feared losing these gifts that youth had
  granted him and so he struck a deal with a dark power to
  retain his good looks forever. Emboldened by this new
  sense of immortality, the prince proceeded to indulge in
  every sensual pleasure he could, further corrupting his
  heart and soul. Upon his eventual death, he descended to
  the Abyss where he would go on to charm and manipulate
  his way until he became the Demon Lord Graz’zt.
  In order to attune to this item, you must wear it while
  gazing at yourself in a reflective surface. During the time
  you take to attune to it, you must continue gazing at the
  reflective surface while also visualizing your ideal form.
  This form must be the same as your current race, but may
  possess certain embellishments such as tattoos, markings,
  and small vestigial body parts like horns. At the end of the
  attunement, your appearance changes to match that of your
  ideal form. You remain in this form so long as you are
  attuned to this item; if your attunement to this item ends,
  you revert to your original form immediately.
  If this amulet imposes a saving throw, it is calculated as
  8 + your Charisma modifier + your proficiency bonus.
  Random Properties. The Amulet of the Dark Prince has
  the following random properties:
  2 major beneficial properties
  2 minor beneficial properties
  1 major detrimental property
  3 minor detrimental properties
  Spellcasting. Using this amulet, you may cast the charm
  person, disguise self, and detect magic spells at their
  lowest levels at will. In addition, you may cast the dominate
  person and dominate monster spells at their lowest levels.
  Both of these spells may be cast once each, after which
  they cannot be cast again in this way until you finish your
  next long rest. All spells cast in this way use the save DC of
  the amulet.
  Dark Trickster. As an action, you may polymorph into a
  form that resembles a Medium humanoid of your choice, or
  back into your true form. Your statistics remain the same in
  each form and any equipment you are wearing or carrying
  isn’t transformed. If you are polymorphing into a specific
  humanoid that you are familiar with, you may also mimic
  their voice and mannerisms perfectly, preventing anyone
  noticing that you are not actually them.
  Master of Discord. Whenever you use a spell or feature
  that allows you to target a creature and inflict the charmed
  condition on them, you may choose to target up to a
  number of additional creatures equal to your Charisma
  modifier (minimum of one). These additional targets must
  be in range of your spell or feature and each creature
  makes their saving throw individually.
  Corrupting Charm. While you have a creature charmed
  by you, you may use your bonus action to force them to
  make a saving throw against the save DC of the amulet. On
  a failure, you may impose one of the following effects:
  The target must roll on the Madness of Graz’zt table
  and suffer the resulting flaw. This flaw persists until
  cured as outlined in the Dungeon Master’s Guide
  section on madness.
  The target must use its reaction to move up to its speed
  in a direction you choose.
  The target enters a trance-like state and drops their
  guard. Until the start of your next turn, attack rolls
  against that target are made at advantage.
  Curse. When you become attuned to the amulet, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of Graz’zt
  table and gain the corresponding flaw until you finish your
  next long rest. If you are targeted by an effect that removes
  a curse such as a greater restoration or remove curse spell,
  the user of that effect may choose to either end your
  attunement to this item and end the madness immediately,
  or they may choose to continue your attunement and
  simply end your current madness. If they choose the latter,
  you are still considered cursed and must roll on the table
  as usual at the end of your next long rest.
  Destroying the Amulet. This item can only be destroyed
  by leaving it in a 1-foot cubed lead box lined on the inside
  with mirrors. The amulet must remain within this box for
  100 years, unseen by any creature during that entire time.
  If the amulet is ever removed from this box or if a creature
  looks upon the amulet, the process must restart from the
  beginning. After 100 years, the amulet crumbles into dust
  and becomes worthless.
  Armor of the Gnoll Lord
  Armor (studded leather), artifact (requires attunement) 
  Crafted by: Yeenoghu Hide x1  
  The savagery of the gnolls is undeniable. So vicious and
  brutal are they, that they even dream of one day tearing into
  and dismembering the body of Yeenoghu, their own patron
  deity. Among the most powerful of the gnolls is the myth of
  a suit of armor crafted from the tanned hide of the Gnoll
  Lord himself, the gristle and blood soaking into their own
  skin and giving them demonic power. Far from being
  disgusted by his followers’ brutal veneration, Yeenoghu
  actually welcomes them to try; it simply means more prey
  for him to devour.
  In order to attune to this item, you must wear it while
  hunting and killing a humanoid creature without the aid of
  weapons or magic. After killing them, you must then
  consume at least 1 pound of their raw flesh. Doing so
  causes the armor to fuse to your own body, making it act as
  a second, protective skin that you cannot remove so long as
  you remain attuned to this item. While attuned to this item,
  you become more gnoll-like: you become covered in shaggy
  fur, your eyes become yellow and wild, and your nails and
  teeth become sharper. As part of this, you may use your
  nails and teeth as natural weapons to make unarmed
  strikes. If you hit, this attack deals slashing damage equal
  to 1d10 + your Strength modifier and you may make a
  grapple check against your target as a free action as you
  grip them in a wild frenzy. You return to your original form
  immediately if your attunement to this item ends.
  While wearing this armor, you have a +3 bonus to your
  AC and are resistant to bludgeoning, piercing, and slashing
  damage that is nonmagical.
  100
  
  Random Properties. The Armor of the Gnoll Lord has the
  following random properties:
  2 major beneficial properties
  2 minor beneficial properties
  2 major detrimental properties
  2 minor detrimental properties
  Spellcasting. Using this armor, you may cast the detect
  magic spell at will, and you may cast the dispel magic, fear,
  and invisibility spells up to 3 times each. All expended uses
  are restored after your next long rest.
  Rampage. While wearing this armor, whenever you
  reduce a creature to 0 hit points with a melee attack on
  your turn, you can take a bonus action to move up to half
  your speed and make an unarmed strike.
  Sadistic Retaliation. Whenever a creature within 100
  feet of you that you can see hits you with a weapon attack,
  you may use your reaction to cause an iron spike – 6 feet
  tall and 1 inch in diameter - to burst from the ground
  beneath them. That creature must then succeed on a DC
  18 Dexterity saving throw or be impaled upon this spike,
  taking 4d8 piercing damage and becoming restrained. A
  creature can use an action to remove itself (or a creature it
  can reach) from the spike, ending the restrained condition.
  Spikes disappear at the start of your next turn if nothing is
  currently impaled on them.
  Savage Warlord. On your turn, you may use your bonus
  action to target up to 4 willing creatures you can see within
  60 feet of you. Until the start of your next turn, these
  creatures are enraged, gaining advantage on melee weapon
  attack rolls they make and causing attacks rolls against
  them to have advantage.
  Curse. When you become attuned to this armor, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of
  Yeenoghu table and gain the corresponding flaw until you
  finish your next long rest. If you are targeted by an effect
  that removes a curse such as a greater restoration or
  remove curse spell, the user of that effect may choose to
  either end your attunement to this item and end the
  madness immediately, or they may choose to continue your
  attunement and simply end your current madness. If they
  choose the latter, you are still considered cursed and must
  roll on the table as usual at the end of your next long rest.
  Destroying the Armor. This armor can only be
  destroyed if the creature wearing and attuned to it is killed
  by the weapon Heartcleaver. At this point, the armor will
  slough off its wearer and dissolve into a useless ichor.
  Cloak of the Blood Lord
  Wondrous item, artifact (requires attunement)  
  Crafted by: Wings of Orcus x1  
  Under the cover of night, the cultists of Orcus blanket
  themselves in thick, leathery cloaks and steal away into
  graveyards and cellars to do their master’s dark bidding.
  These dark red cloaks are designed to represent the all-
  encompassing ambitions of Orcus to smother the living
  under his dominion. Among the cultists is the prophecy of
  the Cloak of the Blood Lord, a garment fashioned from the
  wings of a defeated Orcus and crafted to continue his
  legacy. The most zealous among his followers even believe
  that any ‘defeat’ that Orcus may experience is merely a part
  of his grand scheme to extend his influence and that he is
  merely biding his time until his body can be reconstituted
  and his reign to begin anew.
  In order to attune to this item, you must wear it from
  sundown to sunrise while being buried alive under at least
  6 feet of soil. Upon the sunrise, you become attuned to this
  item and your body changes to resemble that of an undead.
  Your skin becomes extremely pale, your eyes become
  sunken, and your physique becomes gaunter. You remain in
  this form so long as you are attuned to this item; if your
  attunement to this item ends, you revert to your original
  form immediately.
  While attuned to this item, you are immune to necrotic
  damage and to any effect that would attempt to remove
  your soul without your permission. In addition, if you are
  attuned to this item, you automatically succeed the saving
  throw imposed by attempting to attune to the Wand of
  Orcus.
  Random Properties. The Cloak of the Blood Lord has
  the following random properties:
  2 major beneficial properties
  2 minor beneficial properties
  1 major detrimental property
  1 minor detrimental properties
  Spellcasting. While wearing the cloak, you can use it to
  cast the create undead and dispel magic spells up to 3
  times each. You regain all expended uses upon finishing
  your next long rest. In addition you may cast the detect
  magic spell and the chill touch cantrip at will as if you were
  at 17th level. The spell attack bonus for casting these spells
  using this item is +10.
  Master of Undeath. When you cast the animate dead or
  create dead spells, you may choose the level at which that
  spell is cast, regardless of the spell slot you actually used or
  the spell slots you have available, and the creatures created
  by these spells remain under your control indefinitely.
  Additionally, you can case the create undead spell even
  when it isn’t night.
  Regalia of the Necrolord. While wearing this cloak, you
  may use your action to target an undead creature you can
  see within 60 feet of you that has an Intelligence score of 8
  or less, forcing them to make a contested Charisma check
  against you. If that undead is under the control of another
  being, they make the contested Charisma check against
  you instead. Either way, if you succeed, that undead
  creature comes under your control.
  On each of your turns, you can use a bonus action to
  mentally command any undead creature you have under
  your control in this way if the creature is within 60 feet of
  you (if you control multiple creatures, including those that
  you created through the create dead or animate dead
  spells, you can command any or all of them at the same
  time, issuing the same command to each one). You decide
  what action the creature will take and where it will move
  during its next turn, or you can issue a general command,
  such as to guard a particular chamber or corridor. If you
  issue no commands, the creature only defends itself
  against hostile creatures. Once given an order, the creature
  continues to follow it until its task is complete.
  The creature is under your control for 1 hour, after which
  it stops obeying any command you’ve given it. To maintain
  control of the creature for another 1 hour, you must use
  this feature on the creature and succeed on the contested
  Charisma check again before the current hour period ends.
  101
  
  Flight from Death. As an action, you may transform this
  cloak into a pair of wings that attach themselves to your
  back. If you are wearing armor or clothes under the cloak,
  it passes through them harmlessly. This transformation
  lasts for up to 1 hour, or until you dismiss them as a bonus
  action, transforming them back into a cloak. Once you have
  used this ability once, it cannot be used again until you
  finish a short rest or until the next time you kill a creature,
  whichever comes first.
  While you have these wings attached, you have a flying
  speed equal to your walk speed, and anytime that you are
  subjected to cold, fire, or lightning damage, you may use
  your reaction to cover yourself with your wings to gain
  resistance to that damage type until the end of the current
  turn.
  Curse. When you become attuned to the cloak, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of Orcus
  table and gain the corresponding flaw until you finish your
  next long rest. If you are targeted by an effect that removes
  a curse such as a greater restoration or remove curse spell,
  the user of that effect may choose to either end your
  attunement to this item and end the madness immediately,
  or they may choose to continue your attunement and
  simply end your current madness. If they choose the latter,
  you are still considered cursed and must roll on the table
  as usual at the end of your next long rest.
  Destroying the Cloak. Destroying the Cloak of the
  Blood Lord requires that it be taken to the Positive Energy
  Plane by the ancient hero whose skull surmounts the Wand
  of Orcus. For this to happen, the long-lost hero must first
  be restored to life - no easy task , given the fact that Orcus
  has imprisoned the hero's soul and keeps it hidden and
  well guarded. Bathing the cloak in positive energy causes it
  to wither and deteriorate, but unless the above conditions
  are met, the cloak instantly reforms in a random location in
  the multiverse, usually in proximity to an easily influenced
  individual, or someone that worships Orcus.
  Helm of the Horned King
  Wondrous item, artifact (requires attunement)  
  Crafted by: Baphomet’s Head x1  
  The Helm of the Horned King is an item often seen in the
  deranged paintings made by demonic cultists. Formed
  from the head of the Horned King, Baphomet, this helm is
  said to be worn during the end of all things; an apocalyptic
  badge of office awarded to the being who will unite the
  disparate factions of the Abyss, defeat the armies of the
  Nine Hells, and tear down the heavens themselves to allow
  chaos to reign.
  The helm itself is composed of a magically imbued steel
  that is virtually unbreakable and is covered with dark,
  shaggy fur. Two antlers with three prongs each grow from
  the top; each one is supernaturally sharp and capable of
  puncturing even the hardest bedrock.
  In order to attune to the helm, a creature must wear it
  while stalking and hunting a large beast such as a stag or
  bear under a moonless night. Upon killing their quarry, the
  wearer must then remove the head of their prey and drip
  the blood onto their own head. This finalizes the
  attunement which causes the helm to fuse to the skull of
  the wearer, transforming their head into one that
  resembles that of a black minotaur. As part of this, the
  wearer gains the ability to use the horns as natural
  weapons to make unarmed strikes. If it hits, this attack
  deals piercing damage equal to 1d10 + your Strength
  modifier. If you moved at least 10 feet in a straight line
  immediately before attacking with your horns, you deal an
  additional 1d10 damage to your target.
  Random Properties. The Helm of the Horned King has
  the following random properties:
  2 major beneficial properties
  1 minor detrimental property
  1 major detrimental property
  Demonic Protection. You gain a +2 bonus to your AC
  and have resistance to cold, fire, and lightning damage. In
  addition, you are immune to poisons and disease.
  Spellcasting. Using this helm, you may cast the dispel
  magic, dominate beast, hunter’s mark, and maze spells
  once a day. All casting of these spells are done at their
  lowest level. If you are attuned to the the weapon
  Heartcleaver, you may cast these spells one level higher
  than their lowest and you also gain the ability to cast the
  teleport spell once. All uses of spells are recovered upon
  the next dawn.
  Apex Predator. Creatures, and especially beasts,
  naturally revere you as the dominant hunter and predator
  in the vicinity. As part of this, you gain the following
  abilities:
  You have advantage on Charisma (Intimidation) checks
  against all other creatures.
  You have advantage on Wisdom (Survival) checks made
  to track other creatures, and magical illusions cannot
  obfuscate your senses when attempting to follow a
  creature’s trail.
  Whenever you kill a creature, you may designate all
  creatures of that creature’s type as your prey for the next
  hour. Anytime a creature of that type that you can see
  attempts to move in a direction away from you, you may
  use your reaction to move up to your speed towards
  them and make a melee weapon attack against them if
  they are within your reach.
  102
  
  Territorial Ruler. If you spend 1 hour focusing while
  standing in one spot, you may declare a 5-mile area around
  you your lair so long as it is not already the lair of another
  living creature. Over the course of 1d10 days the following
  effects begin to take place in your lair:
  Plant life within your lair grows thick and forms walls of
  trees, hedges, and other flora in the form of small
  mazes. You are innately aware of the layout of this maze
  and cannot be lost in it.
  All beasts within your lair become frightened and
  disoriented, as though constantly under threat of being
  hunted, and might lash out or panic even when no
  visible threat is nearby.
  If a humanoid spends at least 1 hour within your lair,
  that humanoid must succeed on a DC 18 Wisdom
  saving throw or descend into a madness determined by
  the Madness of Baphomet table. A creature that
  succeeds on this saving throw can’t be affected by this
  regional effect again for 24 hours.
  Pack Leader. All allied creatures within 150 feet of you
  that are aware of you are considered part of your pack. Any
  creature that is part of your pack has advantage on melee
  weapon attack rolls against any creature that is adjacent to
  another member of the pack. In addition, whenever a
  member of your pack reduces a creature’s HP to 0, you may
  use your reaction to allow them to move up to their speed
  towards a hostile creature.
  Curse: When you become attuned to the helm, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of
  Baphomet table and gain the corresponding flaw until you
  finish your next long rest. If you are targeted by an effect
  that removes a curse such as a greater restoration or
  remove curse spell, the user of that effect may choose to
  either end your attunement to this item and end the
  madness immediately, or they may choose to continue your
  attunement and simply end your current madness. If they
  choose the latter, you are still considered cursed and must
  roll on the table as usual at the end of your next long rest.
  Destroying the Helm. This helm can only be destroyed
  if the creature wearing and attuned to it is killed by the
  weapon The Butcher. At this point, the helm will crumble to
  dust and become useless.
  Mask of Multitudes
  Wondrous item, artifact (requires attunement)  
  Crafted by: Fraz-Urb’luu’s Head x1  
  This mask is a treated leather on top of a dark wooden
  backing. Despite these relatively mundane materials, the
  mask is incredibly life-like, and it is common for casual
  observers to believe that it watches them as they travel
  around the room. It is said that within this mask is every
  disguise that the demon prince Fraz-Urb’luu ever took, of
  which there are many. As its hollow eyes gaze upon new
  visages, it memorizes them and adds them to its ever-
  growing bank of identities.
  Some legends state that this mask is in fact how the
  mortal that would become Fraz-Urb’luu became a demon
  prince. The belief is that long ago, this mortal found a mask
  that had seen the very act of creation and then donned it on
  themselves, granting them the ability to become anything
  that had ever lived. This is of course, unverifiable.
  In order to attune to this mask, you must place it on your
  own face and leave it there for the duration of the normal
  attunement process. At the end of this time, the mask fuses
  with your face, granting you an eerie visage that resembles
  your own face, but with minor changes that seem off-
  putting and unnatural to most people. These changes
  include a paler/waxier skin, eyes that do not catch the light
  properly, and stiff facial features that do not emote
  properly. If you are killed or end your attunement to this
  mask, it unfuses from your face and drops to the ground in
  front of you.
  While wearing and attuned to this mask, you can’t be
  targeted by divination magic against your will or perceived
  through magical scrying sensors. In addition, your
  Charisma score and your Charisma score maximum
  increase by 2.
  Random Properties. The Mask of Multitudes has the
  following random properties:
  1 major beneficial property
  2 minor beneficial properties
  1 major detrimental property
  Spellcasting. You may use the mask to cast the alter self,
  detect magic, charm person, and phantasmal force spells at
  will. In addition, you may cast the confusion, dream,
  mislead, programmed illusion, and seeming spells 3 times
  each and the mirage arcane, modify memory, and project
  image spells once each. All expended uses are restored
  upon the next dawn. The DC for all spells cast in this way is
  18.
  Lord of Deception. As an action you may shapeshift into
  any humanoid that you have seen before. Your stats remain
  the same in your new form, except for your size which
  changes to match your new form. Your equipment does not
  change with you.
  While shapeshifted in this way, your mannerisms and
  voice match the chosen humanoid perfectly and you give no
  reason for casual observers to question your disguise.
  Master of Puppets. As an action, you may choose one
  creature you can see within 60 feet of you and instantly
  create a simulacrum of that creature (as if created with the
  simulacrum spell). This simulacrum obeys your commands,
  acts immediately after you on the initiative order and is
  destroyed at the start of your next turn.
  Curse. When you become attuned to the amulet, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of Fraz-
  Urb’luu table and gain the corresponding flaw until you
  finish your next long rest. If you are targeted by an effect
  that removes a curse such as a greater restoration or
  remove curse spell, the user of that effect may choose to
  either end your attunement to this item and end the
  madness immediately, or they may choose to continue your
  attunement and simply end your current madness. If they
  choose the latter, you are still considered cursed and must
  roll on the table as usual at the end of your next long rest.
  Destroying the Mask. This item can only be destroyed if
  it is kept below Castle Greyhawk undisturbed and unused
  for 100 years, after which the mask will dissolve into dust
  and become useless.
  103
  
  Orb of the Oozing Hunger
  Wondrous item, artifact (requires attunement)  
  Crafted by: Juiblex Mote x1  
  The worshippers of Juiblex are among the most pathetic
  and depraved of all demon cultists. So indoctrinated into
  their patron’s mantra of consuming everything, Juiblex’s
  worshippers make it their goal to be consumed by the
  Demon Lord themselves, joining it as one writhing mass
  for all eternity. In their quiet and meditative moments,
  these cultists report seeing a single orb made of writhing
  dark-green slime that seems to stare through their bodies
  and into their souls. This is the legendary Orb of the
  Oozing Hunger, a demonic artifact made from Juiblex’s
  body that it intends as its final attempt at assimilating the
  world into its own mass. Many cultists believe that any
  defeat that Juiblex suffers is actually planned by them as a
  way to create this orb and spread its influence into corners
  of the multiverse that it would normally be unable to
  access.
  In order to attune to this item, you must fully dissolve the
  body of a Medium sized creature in acid. Then, while
  holding this item, you must submerge yourself into this
  acid pit, taking 6d6 acid damage as you do so. If this
  damage kills you, your soul is sent to the Slime Pits in the
  Abyss. If you survive, you become attuned to this item and
  your body takes on a distinct green hue. Your skin
  constantly drips a sticky mucus, and you exude a horrible
  odor reminiscent of rotting flesh. A creature that touches
  you or hits you with a melee attack while within 5 feet of
  you takes 1d8 acid damage. You are also immune to acid
  damage. When your attunement to this item ends, your
  body reverts to its original form.
  If an ability of this item imposes a saving throw, the DC is
  calculated at 8 + your Constitution modifier + your
  proficiency bonus.
  Random Properties. The Orb of the Oozing Hunger has
  the following random properties:
  1 major beneficial property
  2 minor beneficial properties
  2 minor detrimental properties
  Spellcasting. Using this item, you may cast the blight,
  contagion, and gaseous form spells once each per long
  rest. You do not require any components to cast these
  spells and you cast them at their lowest level.
  One With the Hunger. As an action, you may transform
  into an ooze-like form for the next hour. While in this form,
  you retain your basic shape and anatomy, but your body is
  composed entirely of a corrosive, ooze substance. Your
  equipment does not transform with you. When you
  transform, you may choose to have your equipment remain
  on your body or to slide off and drop to the ground around
  you. While in your ooze-like form, you gain the following
  benefits:
  You can move through a space as narrow as 1 inch
  without squeezing.
  The damage you deal to a creature that touches you or
  hits you with a melee attack while within 5 feet of you
  increases to 3d8 acid damage.
  If a nonmagical weapon made of metal or wood hits
  you, the weapon takes a permanent and cumulative - 1
  penalty to damage rolls. If its penalty drops to -5, the
  weapon is destroyed. Nonmagical ammunition made of
  metal or wood that hits you is destroyed after dealing
  damage. In addition, you may destroy up to 2 inches of a
  nonmagical wood or metal item by remaining in contact
  with it for one round.
  You become resistant to bludgeoning, piercing, and
  slashing damage from nonmagical weapons.
  Every time you deal acid damage to a creature, you
  regain hit points equal to the amount of acid damage
  you dealt unless you took fire damage since the end of
  your last turn.
  Eject Slime. As an action, you target one creature you
  can see within 60 feet of you. The target must succeed on a
  Dexterity saving throw. On a failure, the target suffers
  10d10 acid damage. Unless the target avoids taking any of
  this damage, any metal armor worn by the target takes a
  permanent -1 penalty to the AC it offers, and any metal
  weapon it is carrying or wearing takes a permanent -1
  penalty to damage rolls. The penalty worsens each time a
  target is subjected to this effect. If the penalty on an object
  drops to -5, the object is destroyed.
  Spreading Corruption. Whenever you kill a creature
  with acid damage, you can use your reaction to cause a
  gray ooze to rise from the corpse (your DM has the stats).
  The ochre jelly is loyal to you and acts directly after you on
  the initiative order. The ochre jelly remains until it is
  reduced to 0 hit points, after which it dissipates.
  Curse. When you become attuned to the orb, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of Juiblex
  table and gain the corresponding flaw until you finish your
  next long rest. If you are targeted by an effect that removes
  a curse such as a greater restoration or remove curse spell,
  the user of that effect may choose to either end your
  attunement to this item and end the madness immediately,
  or they may choose to continue your attunement and
  simply end your current madness. If they choose the latter,
  you are still considered cursed and must roll on the table
  as usual at the end of your next long rest.
  Destroying the Orb. This item can only be destroyed if it
  is constantly suspended in clean, fresh water for a year.
  The water must be changed every 24 hours, otherwise it
  becomes fouled and the process must start over. After it
  has been kept in water for a year, the orb must be subjected
  to fire or radiant damage from a good-aligned creature,
  after which the orb is vaporized, leaving nothing behind
  except ash. This is easier said than done however, since
  while in the water, the orb will continuously beckon for
  cultists and other mad individuals to seek it out and rescue
  it from its imminent destruction.
  104
  
  Scepter of Rot and Decay
  Staff, artifact (requires attunement by a spellcaster)  
  Crafted by: Zuggtmoy’s Stem x1  
  In one of the many doomsday prophecies thrown around
  by the demonology cultists, the main focus is on a single
  splinter that embeds itself in the World Tree. This mottled-
  grey splinter is topped with sickly, black fungus caps that
  spread noxious spores through the tree’s systems, infecting
  it and starting a chain of events that will lead to the
  collapse of all life in the multiverse. This splinter is the
  Scepter of Rot and Decay, an artifact crafted from the stem
  of the Demon Lord Zuggtmoy. Many of her deranged
  cultists believe that this is her ultimate end goal; once she
  has built up her army of devoted fungus thralls, she will
  allow her body to be transformed into this scepter and then
  ultimately conquer all animal and plant life everywhere. We
  can only hope that this prophecy remains the simple
  deranged ranting of demon-afflicted madmen.
  In order to attune to this item, you must bury yourself in
  a 1-foot thick layer of decaying vegetable matter for at least
  8 hours while holding onto the scepter. Upon rising from
  this layer, your attunement finishes and your body takes on
  a more mottled appearance as small mushrooms grow
  across your body. When your attunement to this item ends,
  your body reverts to its original form.
  In the hands of one who is attuned to it, this scepter can
  be used as a quarterstaff that grants a +3 bonus to attack
  and damage rolls made with it. The scepter deals an extra
  2d6 poison damage on a hit.
  Random Properties. The Scepter of Rot and Decay has
  the following random properties:
  2 major beneficial properties
  1 minor beneficial properties
  1 major detrimental property
  2 minor detrimental properties
  Spellcasting. While holding this scepter, you may use it
  to cast the detect magic, locate animals or plants, and ray
  of sickness spells at will. In addition, you may cast the
  dispel magic, ensnaring strike, entangle, and plant growth
  spells up to 3 times each. You regain all expended uses
  upon the next dawn.
  Infestation Spores. As an action, you release spores
  that burst out into a cloud that fills a 20-foot radius sphere
  centered on you, and it lingers for 1 minute. Any flesh-and-
  blood creature in the cloud when it appears, or that enters
  it later, must make a DC 19 Constitution saving throw. On a
  successful save, the creature can't be infected by these
  spores for 24 hours . On a failed save, the creature is
  infected with a disease called the spores of Zuggtmoy and
  also gains a random form of madness (determined by
  rolling on the Madness of Zuggtmoy table) that lasts until
  the creature is cured of the disease or dies. While infected
  in this way, the creature can't be reinfected, and it must
  repeat the saving throw at the end of every 24 hours,
  ending the infection on a success. On a failure, the infected
  creature's body is slowly taken over by fungal growth, and
  after three such failed saves, the creature dies and is
  reanimated as a spore servant if it's a type of creature that
  can be (see the "Myconids" entry in the Monster Manual).
  You may use this ability up to 3 times, regaining all
  expended uses upon the next dawn.
  Mind Control Spores. As an action, you release spores
  that burst out in a cloud that fills a 20-foot-radius sphere
  centered on you, and it lingers for 1 minute. Humanoids
  and beasts in the cloud when it appears, or that enter it
  later, must make a DC 19 Wisdom saving throw. On a
  successful save, the creature can 't be infected by these
  spores for 24 hours. On a failed save, the creature is
  infected with a disease called the influence of Zuggtmoy for
  24 hours. While infected in this way, the creature is
  charmed by you and can't be reinfected by these spores.
  Once you use this ability once, you cannot use it again until
  you finish a short or long rest.
  Infectious Sorcery. Poison damage that you deal to a
  creature while attuned to this staff ignores any immunity or
  resistance to poison damage that your target may have. In
  addition, poison damage that you deal to creatures
  charmed by you does not count for the sake of ending
  charm effects that end upon the target taking damage.
  Protective Thrall. Whenever you hit by an attack, you
  may use your reaction to force one creature within 5 feet of
  you that is charmed by you to use its reaction and be hit by
  the attack instead.
  Exert Will. You may use your bonus action to cause one
  creature charmed by you that you can see to use its
  reaction and move up to its speed as you direct or to make
  a weapon attack against a target that you designate.
  Curse. When you become attuned to the scepter, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of
  Zuggtmoy table and gain the corresponding flaw until you
  finish your next long rest. If you are targeted by an effect
  that removes a curse such as a greater restoration or
  remove curse spell, the user of that effect may choose to
  either end your attunement to this item and end the
  madness immediately, or they may choose to continue your
  attunement and simply end your current madness. If they
  choose the latter, you are still considered cursed and must
  roll on the table as usual at the end of your next long rest.
  Destroying the Scepter. The scepter can only be
  destroyed by planting it in the fabled Flaming Forest of
  Nessus, the lowest level of the Nine Hells. Once planted in
  the ground, the scepter will catch flame and wither away to
  ash, never to return.
  105
  
  Staff of the Demon Prince
  Staff, artifact (requires attunement by a spellcaster)  
  Crafted by: Demogorgon’s Spine x1  
  It is the belief in several demonic sects that Demogorgon is
  fated to die upon the end of the Blood War and the
  resulting desolation of both devil and demon society. From
  the ashes of these realms will rise two twins, both of them
  immensely powerful warlords who shall raise armies
  against one another and start the war anew. They shall war
  over a magical Y-shaped staff crafted from the Prince of
  Demons themselves, with whoever holds it claiming
  dominion over the other and ushering in a new age of
  madness.
  In order to attune to this item, you must hold it while
  killing someone you deem an ally, for it is the nature of the
  Demogorgon to trust only themselves. When you become
  attuned to this item, your appearance becomes more
  vicious as your eyes turn bloodshot, your body quivers with
  restlessness, and you constantly foam at the mouth. If you
  end attunenement to this item, you revert to your original
  appearance immediately.
  Whenever you cast a spell above 2nd-level while holding
  this staff, you have a 50 percent chance to create an
  illusory duplicate of yourself in your own space that lasts
  until the end of your next turn. On your turn, you may move
  the illusory duplicate a distance equal to your walking
  speed (no action required). The duplicate has your AC and
  disappears early if it suffers any damage or if a creature
  physically interacts with it in some way. The duplicate is
  otherwise indistinguishable from the real you and can only
  be identified as an illusion by a creature that uses its action
  to perform a successful Intelligence (Investigation) check
  against your spell save DC.
  You may also use the staff as a quarterstaff with a +2
  bonus to attack and damage rolls. If you hit a creature with
  it, they must succeed on a DC 18 Wisdom saving throw or
  take an additional 2d6 psychic damage.
  Random Properties. The Staff of the Demon Prince has
  the following random properties:
  2 major beneficial properties
  2 minor beneficial properties
  2 major detrimental properties
  2 minor detrimental properties
  Spellcasting. While holding this staff, you may use it to
  cast the detect magic, major image spells at will. You may
  also cast the dispel magic, fear, and telekinesis spells up to
  3 times each and the feeblemine and project image spells
  once each. All expended uses are restored upon the next
  dawn.
  Beguiling Glare: As an action, you may target one
  creature you can see within 120 feet of you. The target
  must succeed on a DC 20 Wisdom saving throw or be
  stunned until the start of your next turn or until you are no
  longer within their line of sight. Unless the target is
  incapacitated, it can avert its eyes to avoid the gaze and to
  automatically succeed on the save. If the target does so, it
  can’t see you until the start of your next turn. If the target
  looks at you in the meantime, it must immediately make
  the save.
  Hypnotic Glare. As an action, you may target one
  creature you can see within 120 feet of you. The target
  must succeed on a DC 20 Wisdom saving throw or be
  charmed by you until the start of your next turn. On their
  turn, you choose how the charmed target uses its actions,
  reactions, and movement (no action required by you).
  Unless the target is incapacitated, it can avert its eyes to
  avoid the gaze and to automatically succeed on the save. If
  the target does so, it can’t see you until the start of your
  next turn. If the target looks at you in the meantime, it must
  immediately make the save.
  Insanity Glare: As an action, you may target one
  creature you can see within 120 feet of you, blasting them
  with a dazzling beam of light that assaults their mind. The
  target must succeed on a DC 20 Wisdom saving throw or
  suffer the effect of the confusion spell. The effect lasts until
  the start of your next turn. You do not need to concentrate
  on the spell. Unless the target is incapacitated, it can avert
  its eyes to avoid the gaze and to automatically succeed on
  the save. If the target does so, it can’t see you until the start
  of your next turn. If the target looks at you in the meantime,
  it must immediately make the save.
  Twinned Glare. When you use this staff to use its
  Beguiling Glare, Hypnotic Glare, or Insanity Glare abilities,
  you may choose to use one of the other two glares on
  another target within 30 feet of the first as a free action.
  You may use this feature up to 3 times, regaining all
  expended uses upon the next dawn.
  Curse. When you become attuned to the staff, you
  become cursed. Whenever you finish a long rest while
  cursed in this way, you must roll on the Madness of
  Demogorgon table and gain the corresponding flaw until
  you finish your next long rest. If you are targeted by an
  effect that removes a curse such as a greater restoration or
  remove curse spell, the user of that effect may choose to
  either end your attunement to this item and end the
  madness immediately, or they may choose to continue your
  attunement and simply end your current madness. If they
  choose the latter, you are still considered cursed and must
  roll on the table as usual at the end of your next long rest.
  Destroying the Staff: This staff can only be destroyed if
  the creature attuned to it is slain by a creature attuned to
  an item made from a material harvested from another
  Demon Lord. If this occurs, the staff splits down its length
  into two parts and loses its power. However, if these two
  parts are thrown together into the waters of the Gaping
  Maw, the pieces will disappear and then reappear 1d100
  years later in a random place in the multiverse, fixed and
  restored to full power.
  106
  
  Chapter 5: Miscellaneous Additions
  I
  t has been so heartening to see how my fans have
  taken the teachings of my books into every aspect
  of their lives. Indeed, entire industries have sprung
  up with this recent harvesting boom. Items,
  equipment, and tools are just the start. Now, entire
  martial and magical schools have arisen to
  incorporate harvesting into their teachings. I have
  been lucky enough to meet a few of them, and I agreed to
  include their findings in this book (and at a good royalty fee
  as well).” - Hamund
   
  This guide introduces a few new concepts into the base
  game of Dungeons and Dragons 5th Edition, and as part of
  that, a few slight alterations and/or additions need to be
  made to existing concepts and features in the game to
  accommodate them. While some of these changes are not
  strictly necessary for this guide to be used, they are advised
  in order to get the maximum value out of this book.
  Special Tools
  A few new pieces of adventuring gear have been added in
  this book to accommodate the act of harvesting. Their
  functions are described below:
  Enchanted Vial
  Some creature parts have powerful, yet fleeting, magical
  energies within them. The motes from elementals for
  example hold traces of their former essences in them but
  disperse rapidly upon the destruction of their original form.
  An enchanted vial is inlaid with several runes designed
  to keep any magical resource within from dissipating while
  the lid is closed and is often the only way of transporting
  certain parts back to a workshop for crafting.
  Items that require an enchanted vial to be harvested are
  fragile by nature and must be stored inside an enchanted
  vial quickly to prevent degradation. Any attempt to
  harvest a material that has an enchanted vial as a
  requirement must be initiated within 1 minute of the
  death of its creature.
  Hamund’s Harvesting Handbook
  “Yes, you can own a copy of this very book in any plane you
  visit! Due to my travels, I have visited almost every world in
  the multiverse, dropping manuscripts in publishers’ hands
  as I go. No matter where you are, or where you come from,
  this handy book is sure to help you get the most out of
  whatever your local fauna has to offer.” - Hamund
   
  This book is filled with all sorts of useful information on
  the creatures that inhabit the multiverse, specifically, which
  parts of them are useful for harvesting. Using this book
  grants you advantage on any Appraise ability check.
  Harvesting Kit
  This kit contains everything the average harvester needs to
  prepare and harvest a carcass for usable parts including a
  skinning knife, a bonesaw, 2 glass vials, pouches of salt,
  and tweezers. Proficiency with this kit lets you add your
  proficiency to any check made to harvest a creature.
  Spirit Paper
  Spirit paper is a versatile tool that resembles a square of
  bleached papyrus. The secrets of its production were only
  recently discovered, and reverse engineered from secrets
  brought back from distant necromantic cults. By
  performing a small ritual with the spirit paper shortly after
  slaying certain creatures, a copy of that creature’s soul is
  bound to the spirit paper for later use. These copies are not
  a true soul and are more akin to an echo. These echoes do
  retain all of the memories from its original body, and a few
  crafting techniques utilise these echoes to grant an item a
  low level of sentience or to mimic the abilities of their
  incorporeal reflections.
  Using spirit paper is often the only way to harvest
  anything useful from creatures with incorporeal forms. Any
  harvesting attempt made for a creature part that has spirit
  paper as a requirement is done using a Wisdom (Religion)
  check rather than the usual check and is rolled separately
  for each item. Once a sheet of spirit paper has been used
  successfully to harvest an item, it cannot be reused, even if
  the item it contained is released.
  Unlike most harvestable materials, materials that require
  spirit paper to be harvested dissipate very quickly after the
  death of its creature. Any attempt to harvest a material that
  has spirit paper as a requirement must be initiated within 1
  minute of the death of the creature and takes 10
  minutes to successfully complete.
  Special Tools
  Item
  Cost
  Weight
  Enchanted Vial
  3 gp
  -
  Hamund's Harvesting Handbook
  50 gp 5 lb.
  Harvesting Kit
  30 gp 7 lb.
  Spirit Paper
  1 gp
  -
  Additions and Changes
  The following are a few balance changes to accomodate the
  harvesting and crafting rules in this guide, as well as a
  background and feat to incorporate harvesting into your
  game.
  New Proficiency: Harvesting Kit
  This guide adds in the new tool: the harvesting kit. Players
  may have proficiency in this like any other tool, and it is
  highly advised for them to have it as it provides a valuable
  bonus when making the checks outlined in this book. In
  order to accommodate this additional tool, the following
  classes and backgrounds have been slightly altered to give
  them the option to gain proficiency in the Harvesting Kit.
  Rangers may have proficiency with the harvesting kit
  upon character creation (this skill is not gained in
  multiclassing)
  Druids may have the option to choose between
  proficiency in the herbalism kit or the harvesting kit
  upon character creation (this skill is not gained in
  multiclassing)
  107
  
  Incorporating Artificers
  If you have incorporated Artificers into your campaign, you
  may use the following rules changes to make them
  compatible with these books:
  Artificers may craft items that are listed with the
  artificer tag in their crafting requirements. Artificers
  that have chosen the Alchemist subclass may also craft
  items that are listed with the alchemist tag in their
  crafting requirements.
  Harvesting kits count as artisan tools for the sake of
  learning tool proficiencies when the choosing this class
  as well as for the The Right Tool for the Job feature.
  Artificers may choose to have the harvesting kit in their
  starting equipment instead of the thieves’ tools or
  dungeoneer’s pack.
  Mechanics
  Miscellaneous Harvesting
  There may come a time when a character wants to harvest
  a creature for a material not listed in their harvesting table.
  Often this is due to them wanting some sort of trophy or
  keepsake from their kill. Due to the sheer scale of possible
  harvesting choices, it is impossible for this book to list
  every single body part that a character could theoretically
  harvest. Instead, you may use the following table for a
  general rule in deciding the DC for materials in a creature’s
  body that are not included in their harvesting table. The
  DM is free to decide which of the following materials can
  be harvested from which creature, and if any special
  circumstances are present in that creature’s anatomy that
  would change a material’s DC.
  Miscellaneous Harvesting Table
  Material
  DC
  Blood and Fluids (vial)*
  5
  Soft Tissue (tongue, ears, genitals, etc.)
  5
  Hard Tissue (claws, teeth, spikes, horns)
  5
  Bone (skull, ribcage, spine, etc.)
  10
  Eyes
  10
  Internal Organs (heart, stomach, etc)
  10
  Basic Limb (leg, arm, tail)
  15
  Hide (fur, scales, plating)
  15
  Complicated Limb (wing, tentacle, etc.)
  20
  Brain
  20
  *As a general rule, tiny creatures can be harvested for 1
  vial of blood, small creatures for 2, medium creatures for 3,
  large creatures for 5, huge creatures for 7, and gargantuan
  creatures for 9.
   
  Any materials harvested in this way have no inherent
  monetary value and are considered by general society to be
  mere junk. Although there may be an NPC willing to buy
  them from the player, this would be decided on a case by
  case basis and particular to that specific NPC’s
  circumstances.
  108
  
  Subclasses
  A new harvesting based subclass has been provided for
  each of the 12 original classes in the Player's Handbook.
  Feel free to incorporate any of them into your own game
  and to make changes if you feel appropriate.
  Barbarian: Path of the Blood
  Seeker
  While any barbarian is a fearsome sight on the battlefield,
  few manage to inspire as much terror as those that follow
  the Path of the Blood Seeker. Mindless engines of
  destruction, these barbarians revel in the spilling of blood,
  uncaring whether it is an enemy’s or their own.
  Many believe that the blood seekers may have been one
  of the first barbarian paths bestowed upon the sentient
  races; their thirst for violence tapping into a primal hunting
  urge from our earliest roots. Barbarians that fuel their rage
  with blood lust become relentless, animalistic warriors in
  the way they tear their foes to shreds and then bask in the
  carnage they have created. Some even go so far as slicing
  their own flesh to quench their thirst; it is not uncommon
  to find them covered in intricate scar patterns of their own
  making or covered in paint made from their own blood.
  Path of the Blood Seeker Features
  Barbarian Level
  Feature
  3rd
  Blood Rage, Bloodletter
  6th
  Crimson Spray
  10th
  Hunter of the Weakened
  14th
  Blood Frenzy
  Blood Rage
  Starting when you choose this path at 3rd level, you are
  able to enter a blood rage, becoming stronger as your foes
  grow weaker. While raging, your Rage Damage bonus is
  doubled when you hit a creature that has less than half its
  maximum hit points.
  Bloodletter
  Also at 3rd level, your experience in bloodletting allows you
  to draw more blood from the creatures you kill. Whenever
  you successfully harvest a creature’s blood, the amount that
  you receive is doubled.
  Crimson Spray
  Starting at 6th level, the sheer ferocity you display in battle
  imbues your own blood with the power to revitalise your
  allies. While raging, whenever you take slashing, piercing,
  or bludgeoning damage, all allies within 5 feet of you gain
  temporary hit points equal to your Constitution modifier
  (minimum of 0). This range increases to 10 feet when you
  reach 14th level in this class.
  Hunter of the Weakened
  At 10th level, your senses become attuned to finding dying
  creatures. You may use your bonus action to become
  instantly aware of the distance and direction of all
  creatures within 60 feet of you that currently have less than
  half their maximum hit points.
  You may use this feature a number of times equal to your
  proficiency bonus. You regain all expended uses after
  finishing a long rest.
  Blood Frenzy
  When you reach 14th level, your lust for blood becomes so
  visceral that even the slightest hint of it is able to spur you
  into frenzied action. While raging, you may use your bonus
  action to move up to your speed in a straight line towards a
  creature that does not have all of their hit points. If you
  make a melee weapon attack against that creature directly
  after that movement, that attack has advantage.
  Bard – College of Trophy Hunters
  Bards that have joined the College of Trophy Hunters
  (more simply known as ‘Treasure Hunters’) are
  swashbuckling, romantic adventurers that roam the world,
  searching for the beasts and monsters that legends are
  made of. It is not enough for them to simply experience the
  thrill of the hunt, however. They must also bring back a
  prize from their kills, using them as the set pieces of epic
  tales that they are sure to tell over and over again.
  While many see the Trophy Hunters as simple braggarts,
  they actually carry with them ancient traditions of animism
  that imparted great power to objects and to the histories
  contained within them. They are able to hear the hidden
  stories these trophies have to tell and use this knowledge to
  inspire and empower their companions around them.
  Trophy hunters are very often found in adventurer’s
  guilds or mercenary halls, happily showing off their many
  trinkets to wide-eyed recruits who are just at the start of
  their monster-hunting journeys. It is also not uncommon to
  find old trophy hunters sitting in a cosy spot by the tavern
  fire, ready and eager to explain where the dragon head
  above the hearth came from. And, if they were to embellish
  a detail or ten, what’s the harm? All that matters is that they
  inspire the listener to their own yearnings of adventure.
  College of Trophy Hunters Features
  Bard Level Feature
  3rd
  Bonus Proficiencies, Harvest Trophy
  6th
  Grim Keepsake
  14th
  Join the Hunt
  109
  
  Bonus Proficiencies
  When you join the College of Trophy Hunters at 3rd level,
  you gain proficiency in Survival checks and harvesting kits,
  and you always add your proficiency bonus when making
  Appraise checks, even if you do not have the relevant skill
  for that creature type.
  Harvest Trophy
  Starting at 3rd level, you gain a true appreciation for the
  history of objects and keepsakes, allowing you to draw
  inspirational power from the materials you harvest.
  Whenever you successfully harvest a material from a
  creature you helped kill, you may designate it as one of your
  trophies. A trophy must weigh less than 10 pounds and be
  able to be held aloft in one hand. You may have a number of
  trophies equal to your Charisma modifier (minimum of
  one). If you exceed this number, you must replace one of
  your current trophies with your newest addition.
  When you use your Bardic Inspiration, you may choose
  to also hold one of your trophies aloft, granting an extra
  benefit to the creature you inspired. In addition to the
  normal bonus gained from your inspiration dice, a creature
  that used that dice may also roll their ability check, attack
  roll, or saving throw with advantage if that roll was made in
  relation to a creature that has the same creature type as the
  one the trophy was made from. For example, if your target
  gained inspiration from a trophy taken from an aberrant,
  they would be able to gain advantage on attack rolls made
  against aberrants, saving throws made to resist an
  aberrant’s spells, and ability checks made to track an
  aberrant if they used the inspiration die on that roll.
  Grim Keepsake
  When you reach 6th level, you learn how to impart an
  intimidating presence to your trophies, using them to
  assert your dominance over lesser quarries. As an action,
  you may hold one of your trophies aloft. All creatures
  within 60 feet of you that can see you and that are of the
  same creature type as the one the trophy was made from
  must succeed on a Wisdom saving throw or become
  frightened of you for 1 minute. A frightened creature may
  make the saving throw again at the end of each of its turns,
  ending the effect on itself on a success. A creature that
  succeeds on either of these saving throws is immune to
  this feature for the next 24 hours. You may use this feature
  a number of times equal to your Charisma modifier
  (minimum of once), regaining all expended uses once you
  finish a long rest.
  Join the Hunt
  Beginning at 14th level, your love for the hunt becomes so
  great, that you are able to whip you and your companions
  up into a frenzy merely at the sight of your next trophy.
  As an action, you may designate a target within 60 feet of
  you that you can see as your quarry. For 1 minute, you and
  all of your allies that start their turn within 60 feet of you
  gain the following benefits:
  Melee weapon attacks made against your quarry are
  made at advantage so long as the attacker has at least
  one ally adjacent to your quarry.
  On their turn, a creature with this benefit may use their
  bonus action to move up to their speed in a straight line
  towards your quarry.
  Once this feature has been used once, it cannot be used
  again until you finish a short or long rest.
  Cleric – Harvester Domain
  Gods of harvesting are some of the oldest and most
  entrenched deities in their pantheons. This is because
  virtually every burgeoning humanoid race prays at some
  point for a successful hunt and the resulting harvest of food
  and resources. While they may not be as powerful as other
  gods, they are among the most reliable. They ensure their
  followers always have what they need and the means to
  take what they want. The clerics of these gods are naturally
  good at harvesting but can also use their steady hands and
  calm wisdom to hunt down any quarry they choose.
  Due to their overlap, gods of harvesting also tend to be
  gods of hunting like Artemis, Malar, or Uller. They may also
  be gods of nature, such as Silvanus and Osiris. Even gods
  of crafting like Ptah can extend their reach over the
  harvesting domain, due to their craft’s reliance on the raw
  materials that only harvesting can provide.
  Harvester Domain Features
  Cleric Level Feature
  1st
  Bonus Proficiencies, Harvest Trophy
  2nd
  Grim Keepsake
  6th
  Join the Hunt
  8th
  Bonus Proficiencies, Harvest Trophy
  14th
  Grim Keepsake
  17th
  Join the Hunt
  Domain Spells
  You gain domain spells at the cleric levels listed in the
  Harvester Domain spells table.
  Harvester Domain Spells
  Cleric Level Spells
  1st
  hamund’s harvesting hands, identify vitals
  3rd
  locate animals or plants, transfusion
  5th
  recomposition, slow
  7th
  cold storage, locate creature
  9th
  conjure creature, hold monster
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with martial weapons and harvesting kits.
  Harvest’s Bounty
  At 1st level, when you harvest a creature, you can choose to
  lower the DC of all available materials by 5; the time taken
  to harvest them lowers correspondingly. You must choose
  to use this feature before you make your roll. You can use
  this feature a number of times equal to your Wisdom
  modifier (a minimum of once). You regain all expended
  uses when you finish a long rest.
  Channel Divinity: Bag Runneth Over
  Starting at 2nd level, you can use your Channel Divinity to
  conjure harvesting equipment to ensure that you always
  have what you need to perform your duties. As an action,
  you choose either 2 daggers, 6 enchanted vials, or 3 sheets
  of spirit paper, conjuring them into your empty hands.
  Daggers disappear 1 hour after being summoned. If they
  contain a harvest material, spirit paper and enchanted vials
  remain indefinitely. Otherwise, they disappear if left empty
  for 1 hour.
  110
  
  Guided Hands
  At 6th level, you learn to bolster your agility with the power
  of your faith. When you make a roll where you would add
  your Dexterity modifier as a bonus, you may choose to add
  your Wisdom modifier as well.
  You can use this feature a number of times equal to your
  Wisdom modifier (a minimum of once). You regain all
  expended uses when you finish a short or long rest.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon
  strikes with divine energy. Once on each of your turns
  when you hit a creature with a weapon attack, you can
  cause the attack to deal an extra 1d8 damage of the same
  type dealt by the weapon to the target. When you reach
  14th level, the extra damage increases to 2d8.
  Life Harvest
  At 17th level, you learn to harvest the very life force of your
  opponent as you fight them. When you hit a creature with a
  weapon attack, you can choose to gain temporary hit points
  equal to half the amount of damage dealt rounded down
  plus your Wisdom modifier. These temporary hit points are
  lost at the start of your next turn.
  Druid – The Cycle
  Druids of the Circle of the Cycle believe that death and life
  are merely part of the same cycle: not only is death a
  beautiful, natural event, but it is also essential for life to
  flourish. However, these druids take this concept a step
  further than simply consuming flesh or reusing bones to
  make tools. Instead, they take the body parts of slain
  creatures and incorporate them into their shapeshifting
  abilities to bolster their own powers. While even other
  druids see this as overly pragmatic, Druids of the Circle of
  the Cycle see it as a final honour to the dead, allowing them
  to walk the earthly plane one last time.
  These druids wander the land, ensuring the cycle is
  unbroken. They are just as adept at ending a suffering
  creature’s life as they are at helping to birth a new one.
  They absolutely abhor the undead, who they see as being
  the ultimate perversion of the cycle; it is not uncommon for
  these druids to be spurred to great action if it means
  ending an undead presence in their land.
  Circle of the Cycle Features
  Druid Level
  Feature
  2nd
  Healing Through Change
  6th
  Accelerate the Cycle
  10th
  Death and Rebirth
  14th
  Monstrous Wild Shape
  Healing Through Change
  When you choose this circle at 2nd level, whenever you
  cause yourself or an ally to change into another form
  through magic (such as with your Wild Shape feature or
  through the polymorph spell), that creature recovers hit
  points equal to your Druid level plus your Wisdom modifier.
  These hit points are added to their original hit points
  instead of their new form.
  Accelerate the Cycle
  Starting at 6th level, whenever you succeed on an attack
  roll against a creature, you may choose to add two extra
  damage dice to your total damage dealt. If your target is
  undead or a creature that has less than half of its
  maximum hit points, you roll three extra dice instead.
  You can use this feature a number of times equal to your
  Wisdom modifier (a minimum of once). You regain one
  expended use whenever you kill a creature or whenever
  you expend a spell lot to cause a creature other than you to
  regain hit points. You also regain all expended uses when
  you finish a short or long rest.
  Death and Rebirth
  At 10th level, you learn how to harness the energy of the
  recently deceased to instantly cause new life to spring forth
  from the corpse. Whenever a creature you can see dies
  within 60 feet of you, you can use your reaction to conjure a
  beast of your choice that has a challenge rating of 2 or less
  in an unoccupied space within 5 feet of the deceased
  creature. You must have seen this beast before in order to
  conjure it in this way. When you reach 14th level in this
  class, you may conjure beasts that have up to a challenge
  rating of 4.
  The summoned beast is friendly to you and your
  companions. Roll initiative for the summoned beast, which
  has its own turns. It obeys any verbal commands that you
  issue to it (no action required by you). If you don’t issue any
  commands to them, they defend themselves from hostile
  creatures, but otherwise take no actions. The beast lasts
  for 1 hour, until it drops to 0 hit points, or if you dismiss it
  as an action, after which, the beast disappears into a cloud
  of energy that quickly dissipates.
  Once you use this feature once, you cannot use it again
  until you finish a short or long rest.
  Monstrous Wild Shape
  At 14th level, your mastery of the cycle allows you to
  transform into the monsters you have harvested. As an
  action, you may expend a use of your Wild Shape feature to
  cast the shapechange spell. When cast in this way, you may
  only assume the form of a creature with the beast, dragon,
  giant, humanoid, or monstrosity creature types, there is no
  challenge rating limit to what creature you can transform
  into, and you do not need any of the spell’s normal
  components. Instead, the spell consumes a heart harvested
  by you from the creature you are transforming into. If you
  wish to change into another form during the duration of the
  spell, you must expend another heart using the same rules.
  111
  
  Fighter – Butcher
  Swish, swish, thunk. Swish, swish, thunk. These are the
  sounds of a butcher at work, swinging their tools through
  the air as they dismember and disembowel their raw
  materials. For a butcher, their tools are an extension of
  their own bodies, akin to the claws and fangs of a predator
  that allow them to rip through the flesh of their prey.
  While many think lowly of butchers, few can appreciate
  the combination of brute strength, steady hands, and
  anatomical knowledge that it requires. After all, any animal
  can hack away at a piece of meat, but it takes a trained
  artisan to create the surgical cuts needed for this craft. The
  best butchers take pride in partaking in every aspect of
  preparing a carcass, including its creation by hunting and
  slaughtering the creature. These fighters launch
  themselves eagerly into battle, always enticed by the
  thought of fresh meat.
  Butcher Features
  Fighter Level Feature
  3rd
  Tools of the Trade, Anatomical Precision
  7th
  Grusome Blow
  10th
  Butcher's Rhythm
  15th
  Walking Slaughterhouse
  18th
  Improved Tools of the Trade
  Tools of the Trade
  When you choose this archetype at 3rd level, you learn to
  use your weapons the way you use your butcher’s tools,
  creating a new range of techniques unseen by most other
  combatants. When you hit a creature with a melee weapon
  attack, you may choose to add an additional effect from one
  of the following, depending on what type of damage your
  weapon dealt. Each effect also improves when you become
  an 18th-level fighter. You may use this ability a number of
  times equal to your Strength modifier (minimum of once).
  You regain all expended uses upon finishing a short or long
  rest.
  If an effect requires your target to make a saving throw,
  the DC is calculated as 8 + your Strength modifier + your
  proficiency bonus.
  Meat Hook. If you dealt piercing damage, you may make
  a grapple check against your target by lodging your weapon
  in your target’s body as part of the same attack. While you
  have a creature grappled this way, you cannot make attacks
  with the weapon you used to grapple them. Whenever a
  creature grappled in this way attempts to escape the
  grapple and fails, they automatically suffer 1d8 piercing
  damage as they clumsily attempt to remove the weapon
  piercing them. You add your Strength modifier to this
  damage when you reach 18th level in this class.
  Tenderizer. If you dealt bludgeoning damage, you may
  force your target to make a Constitution saving throw. On a
  failure, your target suffers a devastating strike that breaks
  their strength and defences. Until the start of your next
  turn, your target has disadvantage on all Strength saving
  throws and Strength ability checks, and melee weapon
  attacks against them have advantage. When you use this
  ability after reaching 18th level in this class, a target that
  fails the saving throw also becomes vulnerable to
  bludgeoning damage until the start of your next turn.
  Cleaver. If you dealt slashing damage, you may force
  your target to make a Constitution saving throw. On a
  failure, your target suffers a deep cut that shocks their
  system and hampers their combat capability. Until the start
  of your next turn, your target’s speed is halved, and it makes
  all weapon attacks at disadvantage. When you use this
  ability after reaching 18th level in this class, a target that
  fails the saving throw also cannot regain hit points until the
  start of your next turn.
  Anatomical Precision
  Starting at 3rd level, due to your extensive knowledge of
  creature anatomy you have advantage on Harvest checks
  made to harvest beasts, dragons, giants, humanoids, and
  monstrosities. In addition, damage inflicted by your
  weapons do not contribute to ruining a creature’s carcass
  under the particularly violent deaths rule.
  Gruesome Blow
  Starting at 7th level, you learn to combine your strength
  and bodily perception to make debilitating strikes that
  hamper your enemy’s ability to function. If you score a
  critical hit on a melee weapon attack against a creature,
  that creature can’t take reactions and can’t make more than
  one melee or ranged attack during its turn regardless of its
  abilities or magic items until the start of your next turn. In
  addition, if they are concentrating on a spell at the time of
  being hit, that concentration immediately ends.
  Butcher’s Rhythm
  Starting at 10th level, you become able to fight with the
  same methodical rhythm you use when carving a carcass
  on your table. If you make a successful weapon attack
  against a creature, your next weapon attack against that
  creature this turn is made with advantage so long as you do
  not move or take any other action or bonus action before
  making that attack.
  Walking Slaughterhouse
  At 15th level, you become so skilled with your butchering
  tools that you can wield them in both hands with ease. You
  gain the following benefits:
  You wield all melee weapons as if they had the light
  property.
  You are able to wield melee weapons with the two-
  handed property in one hand with no penalty.
  You are always considered to be using two hands when
  wielding weapons, even when holding them in one hand.
  112
  
  Monk – Way of the Observed Form
  Monks of the Way of the Observed Form follow the belief
  that the best style of combat is to have no style at all.
  Instead, their belief is that one should learn from their
  opponents, adapt their methods, and then throw them back
  at them with deadly results. These monks are known to be
  almost impossible to predict on the battlefield, possessing
  as many techniques as there are creatures in the world.
  As part of their emphasis on observing and adapting to
  one’s opponent, these monks tend to have a keen interest in
  biology and anatomy. They use their keen senses to study
  the bodies of others and are often able to pick out the
  minutest detail in a creature’s bone or muscle movement.
  These traits make these monks renowned as warrior-
  scholars that are sought out as much for their knowledge
  as they are for their martial ability.
  Way of the Observed Form Features
  Monk Level
  Feature
  3rd
  Mirrored Stance
  6th
  Observant Fist
  11th
  Adaptive Defence
  17th
  Hybrid Stance
  Mirrored Stance
  Starting when you choose this tradition at 3rd level, you
  learn to observe your opponents through battle and adopt
  their strengths into your fighting style. As a bonus action,
  you may expend 1 ki point to focus on a hostile creature
  you can see within 60 feet of you. If you do so, you learn
  their creature type and you adopt one of the stances below
  based on that type. You remain in this stance for 1 minute
  ending it early if you are incapacitated, if you use this
  feature again, or if you end it as a free action.
  Aberration. Your erratic stance makes it difficult for your
  opponent to read your movements, preventing them from
  getting an edge on you in battle. While in this stance, if a
  creature attempts to make an attack roll with advantage
  against you, you can use your reaction to cancel that
  advantage and any other advantages they may have on
  attack rolls against you for the rest of the turn.
  Beast. Your primal stance imbues your strikes with
  greater ferocity. When you hit a creature with an unarmed
  strike while in this stance, you may add your Strength
  modifier as a bonus to the damage roll. You may only use
  this ability once per turn.
  Celestial. Your graceful stance allows you to move easily
  around the battlefield. While in this stance, you act as if you
  are under the effect of the freedom of movement spell.
  Construct. Your sturdy stance makes you harder to
  knock down and to be moved around. While in this stance,
  you have advantage on saving throws and ability checks
  against being knocked prone or moved against your will.
  Dragon. Your ancient stance grants you mystical abilities
  drawn from the most powerful creatures in the multiverse.
  When you adopt this stance, you choose to gain either a
  flying or swimming speed equal to half your current speed.
  On subsequent turns, you may use your bonus action to
  change your choice to the other movement type.
  Elemental. Your chaotic stance makes the primordial
  forces of creation regard you as one of their own,
  bestowing you their protection. While in this stance, you
  have resistance to one of the following damage types of
  your choice: fire, lightning, cold, or thunder.
  Fey. Your elusive stance allows you to slip between
  opponents easily and avoid harm. While in this stance,
  melee weapon attacks against you are made at
  disadvantage if you are within 5 feet of two or more hostile
  creatures.
  Fiend. Your vicious stance allows you to capitalise on
  your opponent’s mistakes and punish them accordingly.
  Whenever you hit a creature with an opportunity attack
  while in this stance, you may immediately use your Flurry
  of Blows feature as a free action. You still need to spend 1
  ki point to use it in this way.
  Giant. Your large stance leverages internal forces that
  allow you to fight against even the biggest opponents.
  While in this stance, your size is considered huge
  regardless of the actual dimensions of your body.
  Humanoid. Your natural stance allows you to fight freely
  and utilise your energy efficiently. While in this stance,
  whenever you spend 1 or more ki points to use an ability,
  you may roll a d20. If you roll an 18, 19, or 20 on this roll,
  you instantly regain the ki points you just spent.
  Monstrosity. Your versatile stance allows you to be
  prepared for any situation. While in this stance, whenever
  you make a saving throw, you may use your reaction to add
  your Wisdom modifier as a bonus to the result. You may
  choose to do this after making the roll but before the DM
  says whether you succeeded or failed.
  Ooze. Your flexible stance allows you to move through
  the battlefield unimpeded and with ease. While in this
  stance, you can move through spaces occupied by hostile
  creatures, and you have advantage on saving throws and
  ability checks against being grappled and being restrained.
  Plant. Your rooted stance allows you to gather power
  and energy from the ground. While in this stance, you have
  advantage on attack rolls so long as you have not moved
  since the end of your last turn.
  Undead. Your rigid stance allows you to suffer large
  damage and continue fighting. Whenever you take damage,
  you may use your reaction to expend 1 ki point to reduce
  the total damage taken by an amount equal to your monk
  level.
  Observant Fist
  Beginning at 6th level, you learn to study your opponent
  through combat. Whenever you hit a creature with an
  unarmed strike, you may spend 1 ki point to gain the
  benefits of a successful Appraise check on that creature as
  well as learning that creature’s Armor Class, current hit
  points, and any damage resistances and immunities they
  may have.
  Adaptive Defence
  Starting at 11th level, you are able to adapt quickly to your
  opponent’s attacks, allowing you to mitigate potential harm
  that comes your way. Whenever you are hit by a spell or
  weapon attack, you may use your reaction to spend 2 ki
  points and gain resistance to all damage types inflicted by
  that attack until the start of your next turn.
  Hybrid Stance
  At 17th level you learn how to weave your stances together
  into greater and more powerful combinations. When you
  enter a stance, you may choose to spend up to 2 additional
  ki points in order to gain the benefits of the same number
  of additional stances of your choice. You retain these
  benefits so long as you remain in the original stance.
  113
  
  Paladin – Oath of Legacy
  The Oath of Legacy is one of the most selfless of all oaths,
  one that binds the paladin to a life of service and the
  fulfillment of others. They are sometimes known as bearers
  or oath keepers and they make it their mission to continue
  the legacies of those that came before them. The paladins
  that uphold this oath often come from ancient orders
  formed around the legends of ancient heroes, or are
  created as bulwarks against recurring, undying threats. In
  short, whenever a defeated evil rears its ugly head again or
  when a champion falls tragically short in their ordained
  mission, these paladins are sure to answer the call to
  action.
  As part of their training, paladins that uphold this oath
  often carry relics or keepsakes with them that remind them
  of their missions. They impart great power into these
  objects carry and as part of that, they are often found with
  the trophies harvested from worthy foes as a means of
  carrying on their admirable spirit.
  Tenets of Legacy
  The tenets of the Oath of Legacy bind a paladin to a life of
  servitude and tradition.
  Serve with Humility. Understand that you serve a story
  larger than yourself. Your role is to finish someone else’s
  journey, not to start your own.
  Continue the Chain. You are a single link in a long
  chain of legacy and tradition. It is your duty to make sure
  that the chain remains unbroken.
  Honour the Past. The past contains lessons that must
  be learned and applied. Honour those that came before you
  and take their wisdom to heart.
  Respect the Fallen. There is no shame in failure and
  respect should be given to those that at least tried. This
  even extends to your foes if they fought with honour and a
  noble spirit.
  Oath of Legacy Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Continuation (10 ft.)
  15th
  Glory in Defeat
  18th
  Aura of Continuation (30 ft.)
  20th
  Inheritor of Legend
  Oath Spells
  You gain oath spells at the paladin levels listed. See the
  Sacred Oath class feature for how oath spells work.
  Oath of Legacy Spells
  Paladin Level Spells
  3rd
  hamund’s harvesting hands, identify vitals
  5th
  gentle repose, transfusion
  9th
  life transference, recomposition
  13th
  death ward, divination
  17th
  conjure creature, legend lore
  Channel divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Invoke Legacy: As an action, you present an item that is
  either a harvestable material or a possession from a
  creature you helped kill. The presented item may also
  include a crafted item that was made out of a material you
  harvested. Either way, all creatures within 30 feet of you
  that can see you that are of the same creature type as that
  of the harvested material or possession must succeed on a
  Wisdom saving throw or be charmed by you for 1 minute or
  until it takes damage. While charmed in this way, a
  creature reveres you as a worthy figure to be watched and
  respected; their speed becomes 0 and they cannot benefit
  from bonuses to their speed.
  At your DM’s discretion, objects looted from particularly
  famous figures may impose disadvantage on the saving
  throw. For example, vampire spawn may have disadvantage
  on their saving throw if you present an item taken from the
  Vampire Lord Strahd Von Zarovich.
  Pass the Torch When you either harvest a material or
  take a possession from a creature that you helped kill, you
  may use your reaction to whisper ancient prayers and use
  your Channel Divinity. If you do so, your current and
  maximum hit points increase by a number equal to that
  creature’s challenge rating (minimum of 1) + your Paladin
  level. If the creature does not have a challenge rating, use
  their class level instead. This increase lasts until the end of
  your next long rest.
  Aura of Continuation
  Starting at 7th level, you and friendly creatures within 10
  feet of you can’t be paralyzed, petrified, or stunned while
  you are conscious.
  At 18th level, the range of this aura increases to 30 feet.
  Glory in Defeat
  Starting at 15th level, you are able to ensure that even in
  defeat, you and your allies remain victorious. If you or an
  allied creature you can see within 30 feet of you drops to 0
  hit points, you may use your reaction to allow that creature
  to immediately perform one final action of their choice
  before falling unconscious. They may choose to do
  anything that would normally take an action to do unless
  that action would result in them recovering hit points. If
  they take damage in the course of this action, they are still
  considered to be at 0 hit points for the sake of resolving
  death saving throw failures. You can use this feature a
  number of times equal to your Charisma modifier (a
  minimum of once). You regain all expended uses when you
  finish a long rest.
  Inheritor of Legend
  At 20th level, you can use your action to embody the spirit
  of a legendary hero, becoming an unstoppable force in the
  process. For the next minute, you gain the following
  benefits:
  Whenever you fail an attack roll, saving throw, or ability
  check, you may use your reaction to succeed instead.
  You act as if you are under the freedom of movement
  spell.
  When an allied creature starts its turn within 10 feet of
  you, they gain a number of temporary hit points equal to
  your Charisma modifier (minimum of 0)
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  114
  
  Ranger – Fey Trapper
  The trappers of the fey courts are legendary to any mortal
  that shares that profession. Trained in methods as old as
  the courts themselves, these trappers utilise indomitable
  physical prowess, uncanny survival skills, and ancient
  nature magic to get the job done. They venture out into the
  dangerous Feywild and return laden with rare meats and
  exotic pelts for the capricious fey lords and ladies that
  employ them. Some of these rangers have taught their
  skills to outsiders, but all of them specialise in cornering
  their quarries, and then taking them down in one swift,
  clean blow.
  Fey Trapper Features
  Ranger Level
  Feature
  3rd
  Cornered Prey, Clean Killer
  7th
  Glamoured Lure
  11th
  Binding Blow
  15th
  Tactical Advantage
  Fey Trapper Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Fey
  Trapper Spells table. The spell counts as a ranger spell for
  you, but it doesn't count against the number of ranger
  spells you know.
  Fey Trapper Spells
  Ranger Level
  Spell
  3rd
  command
  5th
  invisibility
  9th
  glyph of warding
  13th
  hallucinatory terrain
  17th
  hold monster
  Cornered Prey
  When you choose this archetype at 3rd level, you know how
  to strike more effectively when your prey has nowhere to
  run. You have advantage on weapon attacks against any
  creature that is standing on difficult terrain or that
  currently has less than its normal amount of speed.
  Clean Killer
  At 3rd level, you learn the best way to slaughter your prey to
  ensure maximum yield from the carcass. When you kill a
  creature with a weapon attack, the DC for all harvesting
  checks made on that creature are reduced by 5.
  Glamoured Lure
  Starting at 7th level, you learn to attract your prey and
  lower their defences with magical enchantments. As an
  action, you may force a creature within 30 feet of you that
  you can see to make a Wisdom saving throw against your
  ranger spell save DC. Your favoured enemy has
  disadvantage on this saving throw. On a failure, that
  creature is charmed by you for 1 minute or until they take
  damage.
  While you have a creature charmed in this way, you may
  use your bonus action to create a pale marble of light
  within 60 feet of you in a space you can see. At the start of
  their turn, the charmed creature must use as much of their
  movement to move towards that marble of light as possible,
  staying in that spot if they manage to reach it. If moving
  towards the marble requires the creature to enter terrain
  that would directly harm them, such as a pit of lava or a
  deep pit, they may make the saving throw again, ending the
  charm on a success. On subsequent turns, you may use
  another bonus action to move the marble of light to another
  space within 60 feet of you that you can see.
  Once you use this feature, you may not use it again until
  you finish a short or long rest.
  Binding Blow
  At 11th level, you learn to infuse your attacks with a fey
  enchantment that restricts your prey. As a bonus action,
  choose one creature you can see within 60 feet of you. The
  next time you hit that creature on this turn with a weapon
  attack, they must make a Strength saving throw against
  your ranger spell save DC. On a failure, that creature’s
  movement speed is reduced to 0 until the start of your next
  turn.
  Tactical Advantage
  When you reach 15th level in this class, any time you hit a
  creature with a weapon attack that was rolled at advantage,
  that creature is marked by you until the start of your next
  turn. While marked, a creature has disadvantage on all
  attack rolls it makes against you, and you have advantage
  on any saving throws imposed by them.
  115
  
  Rogue – Scavenger
  Very few Scavenger rogues chose to follow this archetype;
  usually this path is chosen out of desperation rather than
  desire. Formed from the bottom rungs of civil society or in
  the most inhospitable places in the wilds, Scavengers fend
  for themselves by making the most of whatever the fates
  see fit to give them. They survive by remaining on the
  fringes, striking out only when they spot an easy kill or a
  safe meal. Their methods of survival are seen by most
  people as crass and opportunistic, but these criticisms
  matter little to them: all that matters is that they survive.
  Scavenger Features
  Rogue Level Feature
  3rd
  Cut and Run, Waste Not Want Not
  9th
  Pick the Bones
  13th
  Circle the Weak
  17th
  Eye for Opportunity
  Cut and Run
  Starting at 3rd level, you learn to minimise danger by
  darting in and out of battle. Whenever you use your Sneak
  Attack feature against a target, you regain all expended
  speed you may have used that turn.
  Waste Not Want Not
  When you choose this archetype at 3rd level, you learn how
  to salvage materials that most harvesters would consider
  ruined. If you fail a harvesting check to harvest a material,
  you may immediately attempt that check again at
  disadvantage. On a success, you successfully harvest that
  material, but it is worth only half of its normal monetary
  value. This feature may only be used once per creature you
  attempt to harvest.
  Pick the Bones
  At 9th level, your senses become supremely honed for
  finding resources and opportunities that others may miss.
  You have advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks and during combat you
  may perform them as bonus actions.
  Circle the Weak
  At 13th level, you gain an instinct for manoeuvring yourself
  around the weak and vulnerable. Whenever a creature you
  can see within 60 feet of you becomes blinded, deafened,
  frightened, restrained, or incapacitated, you may
  immediately use your reaction to move up to half your
  speed in any direction. At the end of this movement, if that
  creature is within range of an attack by you, you may also
  make an attack against them as part of this movement.
  Eye for Opportunity
  Starting at 17th level you learn to take advantage of even
  the smallest distractions, granting you more ways to use
  your opportunity attack. In addition to the normal triggers,
  you may also use your opportunity attack against creatures
  within 5 feet of you under any of the following
  circumstances:
  One of your allies hits that creature with a critical hit.
  That creature becomes incapacitated.
  That creature is reduced to less than half its maximum
  hit points for the first time this combat.
  Sorcerer – Skin Wearer
  It’s a tale almost as old as civilisation; the story of a
  shapeshifting creature that take other forms and parents a
  child with a regular humanoid. Whether this union was
  happy or not, the resulting child has a chance to become a
  Skin Wearer. Like their transforming parents, Skin
  Wearers have an inherently malleable form and are
  particularly adept at transmutation and illusion magic. In
  order to stabilise themselves, Skin Wearers often garb
  themselves in pelts, hides, and skins of other creatures,
  adding the strength of the harvested creature to their own
  magic.
  Skin Wearer Features
  Sorcerer Level
  Feature
  1st
  Embody Creature, Skin Walker
  6th
  Malleable Form
  14th
  Full Embodiment
  18th
  Shapeshifter Supreme
  Embody Creature
  When you choose this origin at 1st level, you gain the ability
  to partly transform yourself into other creatures by wearing
  their skin, hide, or pelts, empowering your own abilities in
  the process. While wearing an item made from the skin,
  hide, or pelt of a beast or monstrosity, you may spend your
  action to embody that creature and gain one of the
  following benefits of your choice for the next 10 minutes or
  until you end this effect early as a bonus action:
  You gain any saving throw proficiencies that creature
  may have had.
  You gain any senses that creature may have had.
  You gain any damage resistances and immunities that
  creature may have had.
  Once you have used this ability once, you can’t use it
  again until you finish a long rest.
  116
  
  Skin Walker
  At 1st level, whenever you attempt to harvest a creature’s
  skin, hide, or pelt, the DC of those items are lowered to 10
  if they were higher than that originally. In addition, your
  affinity for donning the form of others also helps you mask
  your true intentions, granting you proficiency in Charisma
  (Deception) checks.
  Malleable Form
  Starting at 6th level, your malleable form makes
  transmutation and illusion magic cast on you effortless.
  Whenever you use a spell slot to cast either a
  transmutation spell on yourself or an illusion spell that
  changes your appearance, roll a d20. If you roll a number
  lower than your sorcerer level, the spell slot you used is
  instantly restored.
  Full Embodiment
  Starting at 14th level, you learn to exert greater control
  over your skin wearing, allowing you to fully embody your
  harvested creature’s abilities. While embodying a creature,
  in addition to your chosen benefit, you may also choose to
  change your Strength, Dexterity, and Constitution scores to
  match that creature’s. If your Constitution modifier
  increases as a result of this, your maximum hit points
  increase but your current hit points do not.
  Shapeshifter Supreme
  At 18th level, you are able to cast the shapechange spell
  without expending a spell slot. Once you have used this
  feature, you cannot use it again until you finish a long rest.
  You may also attempt to use your Malleable Form feature
  to restore use of this feature immediately after casting the
  shapechange spell, following the same rules as you would
  for restoring a spell slot.
  Warlock – The Apex Predator
  Your patron is one of the most powerful predators in the
  multiverse such as a tarrasque, an astral dreadnought, or
  an ancient dragon. More than simple beasts, these
  creatures dominate their domains, taking whatever they
  want from whoever gets in their way. While these creatures
  normally treat all other creatures as simply potential
  meals, they still appreciate the utility that vassals can
  provide for them. As part of your pact, you take whatever
  scraps of power and resources they leave behind while
  serving them by finding new prey or intercepting any threat
  that would try to usurp their top position.
  Apex Predator Features
  Warlock Level Feature
  1st
  Expanded Spell List, Establish Dominance
  6th
  Devour Prey
  10th
  Hunter Becomes the Hunted
  14th
  Top of the Food Chain
  Expanded Spell List
  The Apex Predator lets you choose from an expanded list
  of spells when you learn a warlock spell. The following
  spells are added to the warlock spell list for you.
  Apex Predator Expanded Spells
  Spell Level Spells
  1st
  hamund’s harvesting hands, hunter’s mark
  2nd
  alter self, locate animals or plants
  3rd
  haste, recomposition
  4th
  dominate beast, locate creature
  5th
  dominate person, geas
  Establish Dominance
  At 1st level you learn to channel your patron’s presence in
  order to mentally dominate your prey. As an action, you can
  force a target you can see within 30 feet of you to make a
  Wisdom saving throw against your warlock spell save DC.
  If a creature has a challenge rating lower than your
  warlock level, they make the saving throw at disadvantage.
  On a failure, your target is frightened of you for the next
  minute. While frightened of you in this way, a creature also
  has disadvantage on saving throws imposed by you and
  cannot benefit from spells that grant it a bonus to their
  movement speed. In addition, you have advantage on
  opportunity attacks made against the frightened creature. A
  frightened creature may attempt the saving throw again at
  the end of each of its turns, ending the effect on itself on a
  success.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Devour Prey
  Starting at 6th level, your patron grants you access to a
  pocket dimension where your prey is devoured alive. As an
  action, you may target a creature you can see within 30 feet
  of you, forcing them to make a Charisma saving throw
  against your warlock spell save DC. On a failure, that
  creature is banished to a pocket dimension. While there,
  the target is incapacitated, and at the end of each of its
  turns, it may make another Charisma saving throw. On a
  failure, it suffers acid damage equal to your warlock level
  plus your Charisma modifier (minimum of 1). On a success,
  the target reappears in the space it left or in the nearest
  unoccupied space if that space is occupied.
  If the creature dies while in your pocket dimension, you
  may choose to have all of their harvestable materials
  reappear in the creature’s original space instead of their
  corpse. These harvestable materials are in perfect
  condition and can be collected without issue.
  Once you use this feature once, you cannot use it again
  until you finish a short or long rest.
  Hunter Becomes the Hunted
  Starting at 10th level, you learn to retaliate against any
  creature that would attempt to harm you. Whenever a
  creature damages you, you gain advantage on all weapon
  and spell attack rolls against that creature until the end of
  your next turn.
  Top of the Food Chain
  At 14th level, your dominance over lesser creatures gives
  you a protection against their mediocre abilities. Creatures
  that have a challenge rating lower than half your warlock
  level rounded down have disadvantage on attack rolls
  against you, and you have advantage on saving throws
  imposed by them or their abilities.
  117
  
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch lnvocations
  feature. Here are 2 new options for that feature, in addition
  to the options in the Player’s Handbook.
  Dark Deconstruction
  When making a Harvesting check, you may choose to use
  your Charisma modifier instead of your Dexterity modifier.
  In addition, you have advantage on Harvesting checks
  made on aberrants, celestials, fey, and fiend-type creatures.
  Devourer’s Instinct
  You always add your proficiency to Appraisal checks, even
  if you do not have the skill associated with a creature’s type.
  Wizard – Magi-Zoologist
  While most arcane colleges are more concerned with the
  intellectual study of esoteric and sometimes only
  theoretical origins of magic, there exists one that prefers to
  focus only on what they can see around them in the natural
  world: the magi-zoologists. This school of thought believes
  that the greatest source of information about magic is to be
  found in the many magical creatures that exist in the world,
  each one brimming with arcane secrets to be unlocked
  through research and study. Through their travels, the
  magi-zoologists collect samples of the various monsters in
  the multiverse, applying the lessons they learn into new
  breakthroughs in both spellwork and science.
  While they are often derided by even other wizard
  schools as lacking imagination, the best magi-zoologists
  are extremely pragmatic and are well-equipped to survive
  the many dangers of the world. After all, it takes true
  strength to face down a full-grown dragon and live to
  autopsy its corpse.
  Magi-Zoologist Features
  Wizard Level Features
  2nd
  Harvest Spells, Anatomical Study
  6th
  Firsthand Experience
  10th
  Monster Tamer
  14th
  Counter-Ability
  Harvest Spells
  Starting at 2nd level, when you make a Harvest check on a
  non-humanoid creature that has the innate spellcasting
  feature and your roll equals or exceeds that creature’s
  challenge rating, you may pick one spell from that
  creature’s innate spellcasting feature and add it to your list
  of prepared spells that day. This spell does not count
  towards the number of spells you have prepared that day.
  When you cast that spell, it is considered a wizard spell for
  you and you still need to fulfill all component and spell slot
  requirements when casting it. You retain the ability to cast
  that spell until you finish your next long rest, at which point
  it vanishes from your memory.
  If the spell you harvested is a wizard spell of 1st level or
  higher and is of a level for which you have spell slots, you
  can add it to your spellbook before it vanishes from your
  memory. To do so, you follow the same rules as normally
  copying a spell into your spellbook. You must copy the full
  spell before it vanishes from your memory. If you do not,
  any resources you have already contributed to copying the
  spell are wasted.
  Anatomical Study
  Beginning when you select this school at 2nd level, your
  proficiency bonus is doubled when you make Appraise
  checks. In addition, you have advantage on any ability
  check made to recall information about the biology and
  behaviour of non-humanoid creatures.
  Firsthand Experience
  Starting at 6th level, if you are subjected to a saving throw
  imposed by the ability or feature of a non-humanoid, non-
  beast creature, you may add your Intelligence modifier as a
  bonus to any future saving throws imposed by subsequent
  uses of that ability or feature. You retain this benefit until
  you finish your next long rest.
  Monster Tamer
  At 10th level, your study of the behaviour of creatures
  allows you to weave magic into your words, allowing you to
  placate and calm them. You add the charm monster spell
  (Xanathar’s Guide to Everything) to your spellbook if you
  did not already know it, and you always have it prepared;
  having it prepared in this way does not count towards your
  total amount of spells prepared for that day. In addition, if
  you cast charm monster on a creature with an Intelligence
  score lower than yours, they have disadvantage on the
  saving throw to resist the effect.
  Counter-Ability
  At 14th level, you learn to break the magic bonds that
  permeate the bodies of magical creatures, temporarily
  disrupting their abilities. Whenever a non-humanoid, non-
  beast creature within 30 feet of you that you can see
  attempts to use an ability or feature that would force
  another creature to make a saving throw, you may use your
  reaction to cause it to fail and have no effect. This feature
  cannot be used on abilities in which the saving throw is
  imposed by a weapon attack.
  You may use this feature a number of times equal to your
  Intelligence modifier (minimum of once), regaining all
  expended uses once you finish a long rest.
  118
  
  Chapter 6: Hamund’s Have-Nots
  T
  here is some primal need in all of us to use
  the gifts that nature provides and repurpose
  them to aid in our everyday lives.
  Unfortunately, not everyone has the strength
  to fulfill that need. In those cases, they turn
  to people like us: adventurers with combat
  and harvesting ability. I have compiled a list
  of needy individuals that are willing to part with a few coins
  in exchange for the creature parts they need. Feel free to
  take them up on their offer if you have the time or
  opportunity, they will thank you for it (and so will your
  wallet).” - Hamund
   
  The following is a list of quests featuring every single
  monster from the Mordenkainen’s Tome of Foes. The aim
  is to provide a quick quest for Dungeon Masters to throw to
  their players, or to give an extra incentive to hunt down a
  particular monster.
  Understanding the Board
  The following is a basic rundown of how to read and use
  the quest board. The quest board is designed to be used on
  the fly by Dungeon Masters, and groups are encouraged to
  adapt these to their own tables.
  CR
  All quests are separated out by Challenge Rating in
  ascending order and the in alphabetical order based on the
  Target. Dungeon Masters are encouraged to look up a
  Challenge Rating appropriate for their party and then to
  pick a target appropriate for their current environment.
  Target
  This lists the creature to be hunted in the quest, listed in
  alphabetical order.
  Request
  This is the harvesting material being asked for by the quest
  giver. More often than not, a material with no explicit
  mechanical use has been chosen for the request. This is so
  that players do not have to choose between completing a
  quest or keeping the material for themselves to use.
  Many quests also allow the players to supply the
  requested material more than once, getting an additional
  bounty each time.
  Requester Name
  The name of the quest giver. Feel free to change the names
  to suit your own game. Also note that some quest givers
  appear more than once, often asking for similar items or to
  achieve similar goals. Dungeon Masters are encouraged to
  use these as NPCs in their own game or adapt them as
  they need.
  Race
  The race of the quest giver. Most races chosen are from the
  Player's Handbook, and especially from the "main" races of
  Human, Elf, Dwarf, and Halfling. This was in order to make
  them as adaptable to individual tables as possible. That
  said, some esoteric races also appear such as Tiefling,
  Goliath, Tabaxi, etc. If any of these contradict your own
  games, you are encouraged to adapt them to your own
  table.
  Suggested Locations
  The environment that the Target is often found in. Use this
  to help determine if a quest is appropriate, given your
  party's current location. The possible environments are as
  follows:
  Arctic
  Cave
  Coast
  Desert
  Forest
  General
  Grassland
  Mountain
  Swamp
  Urban
   
  "General" denotes that the creature can appear in any
  environment.
  Description
  A brief explanation of the requirements of the quest, and
  the motivation of the quest giver in asking for the material.
  While the "Description" of the quest is designed to be read
  verbatim by a present NPC, they may also be included as
  written notices on a job board, or simply used as
  inspiration for the Dungeon Master to interpret to fit their
  own campaigns.
  Occasionally, the motivation for retrieving a material may
  be at odds with the personality of the party. In these cases,
  the Dungeon Master may feel free to either change the
  motivation, or to incorporate it into their actual campaign.
  As always, information in this book is intended to be used
  to support the playstyle of the individual table, and groups
  are encouraged to adapt it to their own games.
  Reward
  The bounty given to the players for successfully retrieving
  the requested material. This amount is usually 1.5x the
  normal price of the material. The price is given per request
  delivered.
  However, many quests offer the option for the players to
  submit the request more than once. This is not explicitly
  stated, but it is implied in the description of the quest. In
  such cases, the players may receive the same reward each
  time they hand in the requested material.
  119
  
  CR <1
  Target: Abyssal Wretch  
  Request: Wretch Pustules  
  Requester Name: Kallista Nolioski  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I have been researching the local cults in my
  area and have discovered that they use the pustules of
  abyssal wretches in some sort of incense ritual. Although
  I’m sure it would be an unpleasant experience, I would like
  to have some samples to try it out myself. I’m sure it will be
  an extremely enlightening experience, if a bit odious.”  
  Reward: 8 sp
   
  Target: Derro  
  Request: Derro Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “Although the derro have become quite
  genetically distinct from us dwarves, studying their
  anatomy can still yield a wealth of information about our
  own history and biological makeup. Particularly interesting
  to me is their brain physiology, which I believe can reveal
  information about how my own people think and behave. I
  have some hypotheses already, but I need more samples to
  confirm them.”  
  Reward: 8 sp
   
  Target: Male Steeder  
  Request: Steeder Leg  
  Requester Name: Krek Mossybeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “I consider the division between the duergar
  and us dwarves to be one of my people’s greatest tragedies.
  In my opinion, there is no need for us to hate each other so
  much and I intend to do my part in mending the divide. One
  of the best ways to do that, is to simply understand each
  other’s culture. Duergar use steeder legs to make adhesives
  and I want to learn more about this fascinating craft. It may
  seem silly, but I genuinely think that if I can spread this
  knowledge among my own kin, we can feel just a little bit
  closer to the cousins we forsook so long ago.”  
  Reward: 8 sp
   
  Target: Nupperibo  
  Request: Nupperibo Blubber (vial)  
  Requester Name: Lawrence Ichelm  
  Race: Human  
  Suggested Locations: General  
  Description: “People are often surprised to find that I live
  in such a large manor. Some would even call it a ‘lair’, I
  suppose. But other than the exorbitant land taxes, one of
  the annoying things about owning such a large home is
  how much it takes to illuminate the place. Buying candles
  isn’t that annoying, it’s all the time I have to spend replacing
  them. That’s why I would like to make some candles out of
  nupperibo blubber: I’ve heard that stuff can last for a long
  time. Get me some, would you? It would certainly make my
  existence much easier.”  
  Reward: 2 sp
   
  Target: Oblex Spawn  
  Request: Oblex Slime (vial)  
  Requester Name: Fargrim Stonebrew  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “So I got captured by some duergar recently.
  It wasn’t that bad to be honest, and I managed to get myself
  out of it after just a few months. Even greater is that I
  managed to snag some of their brews on my way out.
  Apparently, this drink is called ‘fade’ and its brewed from
  the slime of an oblex. Well, it helped me forget all my
  troubles and I’ve developed a taste for it. I’d love to get
  some if you can find any.”  
  Reward: 3 gp
   
  Target: Skulk  
  Request: Shadow Visage  
  Requester Name: Umbero Falone  
  Race: Human  
  Suggested Locations: General  
  Description: “With all the new recruits into my thief’s
  guild, I’m thinking that they need a little something extra to
  put them above the rest of the riff raff criminals on the
  streets. Something flashy that lets people know they’re not
  dealing with ordinary bums. I’ve seen some pretty nice-
  looking masks that can be made from the remains of a
  skulk. Get me some of those and I’ll pay you a good
  bounty.”  
  Reward: 2 gp
   
  Target: Star Spawn Grue  
  Request: Psionic Overflow  
  Requester Name: Kallista Nolioski  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “It appears that some cults have fallen in with
  a certain race of creatures that hail from beyond the stars.
  These creatures boast tremendous psionic potential which
  then goes on to influence their followers. If I hope to
  understand the inner workings of these cults, I need some
  to understand how their altered minds work, and to
  understand that, I need samples of the psionic energy their
  other-worldy patrons are offering to them.”  
  Reward: 3 gp
   
  Target: The Wretched  
  Request: The Wretched Fangs (small bag)  
  Requester Name: Getrude Cherryriver  
  Race: Halfling  
  Suggested Locations: Cave, Mountain  
  Description: “There’s an annoying fish that’s been
  swimming around my favourite spot lately. Every time I cast
  my line, the damn bugger snatches the bait right off the
  hook! I don’t know he does it, but I’ve had enough. I’m
  going to make a hook that’s impossible to escape from, if
  they even get close to it, they’ll be stuck on it forever. I’ll
  need something more than the materials I have right now
  though. I’ve heard some fangs from some sorrowsown
  creatures might be able to do it. Get me some won’t you?
  I’ll even let you take some of the fish that I catch with it.”  
  Reward: 3 sp
  120
  
   
  Target: Tortle  
  Request: Tortle Shell  
  Requester Name: Janus Collinsworthy  
  Race: Human  
  Suggested Locations: Coast, Swamp  
  Description: “The trade is turtle shells has grown
  tremendously as of late due to a boom in cosmetics made
  by grinding them down. I’ve been racking my brain trying to
  come up with a more efficient way of meeting supply,
  however, and I finally cracked it! Tortles! They’re like turtles
  but much larger, which also means much larger shells! If
  you get me some, you’ll be well rewarded. I won’t even ask
  you where you got them from.”  
  Reward: 3 gp
   
  Target: Young Kruthik  
  Request: Kruthik Musk (vial)  
  Requester Name: Damien Krusik  
  Race: Half-Orc  
  Suggested Locations: Cave, Mountain  
  Description: “As a trapper, a lot of my job involves heading
  out into the swamps and jungles to find pelts that civilized
  folk don’t like going through the trouble of getting
  themselves. I like my work, except for one thing: the bugs.
  Honestly, I’m more worried about being eaten alive by
  mosquitos rather than whatever giant beast I’m hunting. I
  need a really heavy-duty insect repellant, something that’ll
  last for days on end. Kruthik musk works pretty well from
  what I’ve heard. I need as much as I can get so I’ll take
  anything you got.”  
  Reward: 3 sp
  CR 1
  Target: Bronze Scout  
  Request: Gnome-made Servo  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: General  
  Description: “I’m a toymaker trying to get a start on his
  career, but I just can’t create that first amazing toy that will
  fly off the shelves. One thing I’ve been experimenting with,
  is a wind-up toy that responds to its owner’s commands!
  I’ve seen the gnomes create some constructs that can do
  something similar, but they guard the secrets of making
  those fairly closely. If I could just get some samples, I’m
  sure I could remake it for myself!” 
  Reward: 2 gp
   
  Target: Choker  
  Request: Choker Cartilage  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: Cave  
  Description: “I’m a toymaker trying to get a start on his
  career, but I just can’t create that first amazing toy that will
  fly off the shelves. I’ve had some plans for new puppets that
  will move way more realistically than my competitors, but I
  just can’t make it work with twine and wood alone. I’ve
  heard that some tinkers use the cartilage from a choker to
  make their constructs, and I’m thinking that’s exactly the
  kind of innovation that will put my store above the rest!”  
  Reward: 2 gp
   
  Target: Duergar Soulblade  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Female Steeder  
  Request: Steeder Leg  
  Requester Name: Krek Mossybeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “I consider the division between the duergar
  and us dwarves to be one of my people’s greatest tragedies.
  In my opinion, there is no need for us to hate each other so
  much and I intend to do my part in mending the divide. One
  of the best ways to do that, is to simply understand each
  other’s culture. Duergar use steeder legs to make adhesives
  and I want to learn more about this fascinating craft. It may
  seem silly, but I genuinely think that if I can spread this
  knowledge among my own kin, we can feel just a little bit
  closer to the cousins we forsook so long ago.”  
  Reward: 8 sp
   
  Target: Meazel  
  Request: Meazel Hair (small bag)  
  Requester Name: Umbero Falone  
  Race: Human  
  Suggested Locations: Cave, Mountain  
  Description: “Due to certain economic trends, the number
  of pickpockets, thieves, and slinkers in my employ has risen
  lately. While this is great for productivity, I do need to equip
  all of them; can’t have them running around in their civilian
  clothes after all. Meazel hair makes for a great lining
  material and I can’t get enough of it. Bring me some and I’ll
  pay you a decent price.”  
  Reward: 8 sp
   
  Target: Stone Cursed  
  Request: Living Rubble (large bag)  
  Requester Name: Flain Gravelhands  
  Race: Dwarf  
  Suggested Locations: Mountain  
  Description: “There’s some much needed maintenance
  that needs to be done to the main bridge into town and I’ve
  decided it’s time for an upgrade. I want to line the cement
  with living rubble from a stone cursed. This should give it
  some much needed flex to survive all the tremors and
  earthquakes in this area. I need as much as you can spare
  so keep it coming.” 
  Reward: 2 gp
  121
  
  CR 2
  Target: Berbalang  
  Request: Berbalang Ear  
  Requester Name: Lawrence Ichelm  
  Race: Human  
  Suggested Locations: Cave, Mountain  
  Description: “The rumours of me being a lich are grown
  out of control and frankly I’m tired of them. It’s gotten so
  bad that I think even the dead are starting to mock me. I
  want to know what they’re saying, and I’ve heard that
  berbalang ears can help me do that.” 
  Reward: 8 sp
   
  Target: Deathlock Wight  
  Request: Bone Heart  
  Requester Name: Augustus Darkholm  
  Race: Halfling  
  Suggested Locations: General  
  Description: “There are those that have called me and my
  sense of décor…morbid, at best. Personally, I don’t see
  anything wrong with decorating one’s home with black
  paint and skeletal remains, after all, my family has been
  doing it for generations! Anyway, there’s something that I
  think would really complete my mantle and it is the bone
  heart of a deathlock. I think it would be an absolutely
  fascinating conversation starter…if I ever had anyone over
  to my house to converse with.”  
  Reward: 8 gp
   
  Target: Duergar Hammerer  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Duergar Kavalrachni  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Duergar Mind Master  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Duergar Stone Guard  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Duergar Xarron  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
  122
  
  Target: Ogre Bolt Launcher  
  Request: Ogre Hide  
  Requester Name: Manneo Bearkiller Elanithino  
  Race: Goliath  
  Suggested Locations: Cave, Forest, Grassland, Mountain,
  Swamp  
  Description: “Back in my bear hunting days, regular
  leather was sufficient when it came to armour. These days
  however, I hunt much more dangerous game and so I need
  something a bit tougher and thicker. Ogre hide should be a
  good fit for me, both in terms of its durability and its size.”  
  Reward: 3 gp
   
  Target: Ogre Howdah  
  Request: Ogre Hide  
  Requester Name: Manneo Bearkiller Elanithino  
  Race: Goliath  
  Suggested Locations: Cave, Forest, Grassland, Mountain,
  Swamp  
  Description: “Back in my bear hunting days, regular
  leather was sufficient when it came to armour. These days
  however, I hunt much more dangerous game and so I need
  something a bit tougher and thicker. Ogre hide should be a
  good fit for me, both in terms of its durability and its size.”  
  Reward: 3 gp
   
  Target: Rutterkin  
  Request: Rutterkin Pustules (small bag)  
  Requester Name: Ander Greenbottle  
  Race: Halfling  
  Suggested Locations: General  
  Description: “I’m having a problem on my farm recently.
  Swarms of pests and animals always coming in and ruining
  my crops. I’ve tried every kind of pesticide and deterrent,
  but nothing seems to be working. One of my neighbors said
  they’ve had some luck with rutterkin pustules. Just one can
  apparently protect an acre for a whole year. I’d pay a good
  premium for them, it would easily make up for what I’m
  losing in ruined crops.”  
  Reward: 2 gp
   
  Target: Tortle Druid  
  Request: Tortle Shell  
  Requester Name: Janus Collinsworthy  
  Race: Human  
  Suggested Locations: Coast, Swamp  
  Description: “The trade is turtle shells has grown
  tremendously as of late due to a boom in cosmetics made
  by grinding them down. I’ve been racking my brain trying to
  come up with a more efficient way of meeting supply,
  however, and I finally cracked it! Tortles! They’re like turtles
  but much larger, which also means much larger shells! If
  you get me some, you’ll be well rewarded. I won’t even ask
  you where you got them from.”  
  Reward: 3 gp
  CR 3
  Target: Bulezau  
  Request: Bulezau Horn  
  Requester Name: Finnian Hilltopple  
  Race: Halfling  
  Suggested Locations: General  
  Description: “I’ll admit that being an adventurer means
  that you have to put up with a lot of bad food. On the other
  hand, there are also those rare opportunities where you get
  to taste the most exquisite delicacies beyond your wildest
  imagination! There was once this cheese served in a
  vampire’s hall, oh absolutely scrumptious! I fantasized
  about it long after we killed him and spent ages trying to
  figure out where he got it. Well it turns out that it only
  comes from a fermentation process involving a bulezau
  horn. I’d pay pretty good coin to taste that again, even if I
  have to make it from scratch!”  
  Reward: 18 gp
   
  Target: Derro Savant  
  Request: Derro Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “Although the derro have become quite
  genetically distinct from us dwarves, studying their
  anatomy can still yield a wealth of information about our
  own history and biological makeup. Particularly interesting
  to me is their brain physiology, which I believe can reveal
  information about how my own people think and behave. I
  have some hypotheses already, but I need more samples to
  confirm them.”  
  Reward: 8 sp
   
  Target: Duergar Screamer  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Giff  
  Request: Giff Skull  
  Requester Name: James Beauregard Forsythe III  
  Race: Giff  
  Suggested Locations: General  
  Description: “There is nothing more important to us giff,
  than the sanctity of the corps. As part of our rites, a slain
  giff must be buried in a cemetery with the rest of their
  corps, but unfortunately several of them die out in the field
  with no one to recover their bodies. If you come across
  their corpses, we will pay a bounty to recover their remains
  and give them the respect they deserve. We’ll even pay you
  if you were responsible for their deaths; we giff are
  mercenaries after all, I’m sure it was nothing personal.” 
  Reward: 42 gp
  123
  
  Target: Merrenoloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: Coast  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
   
  Target: Ogre Chain Brute  
  Request: Ogre Hide  
  Requester Name: Manneo Bearkiller Elanithino  
  Race: Goliath  
  Suggested Locations: Cave, Forest, Grassland, Mountain,
  Swamp  
  Description: “Back in my bear hunting days, regular
  leather was sufficient when it came to armour. These days
  however, I hunt much more dangerous game and so I need
  something a bit tougher and thicker. Ogre hide should be a
  good fit for me, both in terms of its durability and its size.”  
  Reward: 3 gp
   
  Target: Sword Wraith  
  Request: Black Blood (vial)  
  Requester Name: Birgit Conchobar  
  Race: Human  
  Suggested Locations: General  
  Description: “Any good commander will tell you that
  morale is the difference between an army and a random
  assortment of people holding weapons. There are many
  ways to bolster morale, but I have heard of a new technique
  that involves the black blood of a sword wraith. As morbid
  as it sounds to use the remains of a dead soldier to
  empower a live one, war is a messy business, and there is
  no space for reservations.”  
  Reward: 10 gp
   
  Target: Vampiric Mist  
  Request: Blood Mist (vial)  
  Requester Name: Shava Siannodel  
  Race: Elf  
  Suggested Locations: Urban  
  Description: “Although it was certainly gained in a
  monstrous and deadly way, the blood held within a vampric
  mist actually has several medicinal uses. Not only is it
  universally compatible with all humanoids, it has also been
  cleaned of impurities by whatever internal systems the mist
  uses. As such, it is a valuable thing to keep within a first aid
  kit for blood transfusions and I would be glad to take any
  that you have.”  
  Reward: 15 gp
  CR 4
  Target: Deathlock  
  Request: Bone Heart  
  Requester Name: Augustus Darkholm  
  Race: Halfling  
  Suggested Locations: General  
  Description: “There are those that have called me and my
  sense of décor…morbid, at best. Personally, I don’t see
  anything wrong with decorating one’s home with black
  paint and skeletal remains, after all, my family has been
  doing it for generations! Anyway, there’s something that I
  think would really complete my mantle and it is the bone
  heart of a deathlock. I think it would be an absolutely
  fascinating conversation starter…if I ever had anyone over
  to my house to converse with.”  
  Reward: 8 gp
   
  Target: Dybbuk  
  Request: Dybbuk Spirit  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: General  
  Description: “I was inspired to become a toymaker after I
  got my first Blinsky doll as a child. Not because the doll was
  particularly good (it was actually quite terrifying), but
  because it made me realise I could do way better than this
  guy. I have an idea for an animated doll, but I’m afraid that
  the engineering is a bit beyond me. I think if I had some
  sort of spirit to breathe some life into it though, I could
  make something that the kids will really love.” 
  Reward: 120 gp
   
  Target: Iron Cobra  
  Request: Gnome-made Servo  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: General  
  Description: “I’m a toymaker trying to get a start on his
  career, but I just can’t create that first amazing toy that will
  fly off the shelves. One thing I’ve been experimenting with,
  is a wind-up toy that responds to its owner’s commands!
  I’ve seen the gnomes create some constructs that can do
  something similar, but they guard the secrets of making
  those fairly closely. If I could just get some samples, I’m
  sure I could remake it for myself!” 
  Reward: 2 gp
  124
  
  Target: Merregon  
  Request: Sacrificial Spirit  
  Requester Name: Nala Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “The lord that employs me has once again
  been overcome with paranoia and he fears for his life in the
  event of a necromantic incursion. Apparently, he somehow
  found out about certain magics that instantly kill a person
  regardless of any assistance from healers that may be
  available. To that end, he now demands a ward to protect
  him from such things at all times. As an apothecarist, such
  a thing is beyond my ability, but I have heard that the spirit
  of a merregon can achieve what my lord wants. Please
  fetch one for me so he will stop bothering me all day about
  it.” 
  Reward: 45 gp
   
  Target: Ogre Battering Ram  
  Request: Ogre Hide  
  Requester Name: Manneo Bearkiller Elanithino  
  Race: Goliath  
  Suggested Locations: Cave, Forest, Grassland, Mountain,
  Swamp  
  Description: “Back in my bear hunting days, regular
  leather was sufficient when it came to armour. These days
  however, I hunt much more dangerous game and so I need
  something a bit tougher and thicker. Ogre hide should be a
  good fit for me, both in terms of its durability and its size.”  
  Reward: 3 gp
   
  Target: Stone Defender  
  Request: Gnome-made Servo  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: General  
  Description: “I’m a toymaker trying to get a start on his
  career, but I just can’t create that first amazing toy that will
  fly off the shelves. One thing I’ve been experimenting with,
  is a wind-up toy that responds to its owner’s commands!
  I’ve seen the gnomes create some constructs that can do
  something similar, but they guard the secrets of making
  those fairly closely. If I could just get some samples, I’m
  sure I could remake it for myself!” 
  Reward: 2 gp
  CR 5
  Target: Adult Oblex  
  Request: Oblex Slime (vial)  
  Requester Name: Fargrim Stonebrew  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “So I got captured by some duergar recently.
  It wasn’t that bad to be honest, and I managed to get myself
  out of it after just a few months. Even greater is that I
  managed to snag some of their brews on my way out.
  Apparently, this drink is called ‘fade’ and its brewed from
  the slime of an oblex. Well, it helped me forget all my
  troubles and I’ve developed a taste for it. I’d love to get
  some if you can find any.”  
  Reward: 3 gp
   
  Target: Allip  
  Request: Secret Smoke (vial)  
  Requester Name: John  
  Race: Human  
  Suggested Locations: General  
  Description: “I can’t tell you my real name because frankly,
  I’m in enough trouble as is. I don’t want to make you an
  accomplice, but long story short, I need to beat an
  interrogation soon. No need for you to know what I did
  exactly, but the inquisitor has magical methods of
  extracting the truth out of people. I heard that smoke
  extracted from an allip can help someone become an
  immune to such abilities. Get me some of that, and I’ll
  share some of this wealth that I just happened to come into
  recently.”  
  Reward: 55 gp
   
  Target: Oaken Bolter  
  Request: Gnome-made Servo  
  Requester Name: Gerbalt Finblad  
  Race: Human  
  Suggested Locations: General  
  Description: “I’m a toymaker trying to get a start on his
  career, but I just can’t create that first amazing toy that will
  fly off the shelves. One thing I’ve been experimenting with,
  is a wind-up toy that responds to its owner’s commands!
  I’ve seen the gnomes create some constructs that can do
  something similar, but they guard the secrets of making
  those fairly closely. If I could just get some samples, I’m
  sure I could remake it for myself!” 
  Reward: 2 gp
   
  Target: Star Spawn Mangler  
  Request: Psionic Overflow  
  Requester Name: Kallista Nolioski  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “It appears that some cults have fallen in with
  a certain race of creatures that hail from beyond the stars.
  These creatures boast tremendous psionic potential which
  then goes on to influence their followers. If I hope to
  understand the inner workings of these cults, I need some
  to understand how their altered minds work, and to
  understand that, I need samples of the psionic energy their
  other-worldy patrons are offering to them.”  
  Reward: 3 gp
  125
  
  CR 6
  Target: White Abishai  
  Request: Mark of Tiamat  
  Requester Name: Ghesh Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “We dragonborn have an uneasy relationship
  with the Dragon Queen. Her influence can easily be seen
  on the chromatic among us, but by and large, we try to
  keep her at an arm’s length. However, I believe that our
  lineage should not be denied and that we should use some
  of her power, especially when doing so can be done safely
  and without cost. I will gladly pay good money if you bring
  me the marks that her Abishai bear, such things will let us
  embrace our heritage without succumbing to her
  influence.”  
  Reward: 30 gp
   
  Target: Duergar Warlord  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
  CR 7
  Target: Air Elemental Myrmidon  
  Request: Myrmidon Shackles  
  Requester Name: Anna O’Loughlin  
  Race: Human  
  Suggested Locations: General  
  Description: “I am a highly sought-after woman and
  unfortunately, regular security just isn’t cutting it anymore.
  What I need is a guard that is powerful, intimidating, and
  unquestionably loyal all at the same time. I’ve been
  thinking of getting some elementals in my employ and
  there is a gentleman that says he can source them if he has
  some shackles. Bring me some of those and I will gladly
  reward you.” 
  Reward: 430 gp
   
  Target: Armanite  
  Request: Armanite Skull  
  Requester Name: Krusk Thickskull  
  Race: Half-Orc  
  Suggested Locations: General  
  Description: “My party members have been judging me
  lately for ‘running headfirst into battle’ all the time. I don’t
  know what they expect of me though; they have bows and
  magic, I only have my trusty greataxe. Anyway, a wise dwarf
  once told me that I should ‘wear other’s judgements like
  armor, that way no one can ever hurt you with it.’ So, I’m
  going to do exactly that and make a helmet that makes me
  even more dangerous when I run in headfirst. That’ll show
  those snobby team mates of mine.”  
  Reward: 200 gp
   
  Target: Black Abishai  
  Request: Mark of Tiamat  
  Requester Name: Ghesh Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “We dragonborn have an uneasy relationship
  with the Dragon Queen. Her influence can easily be seen
  on the chromatic among us, but by and large, we try to
  keep her at an arm’s length. However, I believe that our
  lineage should not be denied and that we should use some
  of her power, especially when doing so can be done safely
  and without cost. I will gladly pay good money if you bring
  me the marks that her Abishai bear, such things will let us
  embrace our heritage without succumbing to her
  influence.”  
  Reward: 30 gp
   
  Target: Dhergoloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: General  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
   
  Target: Earth Elemental Myrmidon  
  Request: Myrmidon Shackles  
  Requester Name: Anna O’Loughlin  
  Race: Human  
  Suggested Locations: General  
  Description: “I am a highly sought-after woman and
  unfortunately, regular security just isn’t cutting it anymore.
  What I need is a guard that is powerful, intimidating, and
  unquestionably loyal all at the same time. I’ve been
  thinking of getting some elementals in my employ and
  there is a gentleman that says he can source them if he has
  some shackles. Bring me some of those and I will gladly
  reward you.” 
  Reward: 430 gp
  126
  
  Target: Fire Elemental Myrmidon  
  Request: Myrmidon Shackles  
  Requester Name: Anna O’Loughlin  
  Race: Human  
  Suggested Locations: General  
  Description: “I am a highly sought-after woman and
  unfortunately, regular security just isn’t cutting it anymore.
  What I need is a guard that is powerful, intimidating, and
  unquestionably loyal all at the same time. I’ve been
  thinking of getting some elementals in my employ and
  there is a gentleman that says he can source them if he has
  some shackles. Bring me some of those and I will gladly
  reward you.” 
  Reward: 430 gp
   
  Target: Maurezhi  
  Request: Maurezhi Blood (vial)  
  Requester Name: Delg Rumnaheim  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “I’m a monster hunter by trade and I recently
  got a contract for some vampires that have been bothering
  some folk. Now, I’ve been in this business for a long time,
  and I got this far by following two rules: always be
  prepared, and never let them know you’re coming. To that
  end, I want some maurezhi blood to cover myself with. That
  should mask my living vitality from their blood-sniffing
  senses. Then I can waltz right up to them and put an end to
  their evil once and for all.”  
  Reward: 7 gp
   
  Target: Shadow Dancer  
  Request: Shadow Blight (vial)  
  Requester Name: Shava Siannodel  
  Race: Elf  
  Suggested Locations: Cave, Mountain  
  Description: “As the sole healer for my town, it is my duty
  to provide holistic health care for my patients. This extends
  beyond simple physical care and into mental wellbeing.
  Unfortunately, I am lacking skills as a therapist and need to
  rely on some outside medications to get the job done.
  Shadow blight from the shadar-kai may seem a little grim,
  but it does have the ability to suppress emotions and calm
  my patients when they’re going through some trauma. I’d
  like to keep some on hand if possible.”  
  Reward: 25 gp
   
  Target: Venom Troll  
  Request: Troll Heart  
  Requester Name: Jemima Brunswick  
  Race: Human  
  Suggested Locations: Cave, Mountain, Swamp  
  Description: “There is nothing that I value more than my
  beauty: it has gotten me far in life and I intend for it to get
  me even more. As everyone is aware unfortunately, beauty
  is a fleeting thing that you lose with every passing day. But,
  I hope to slow this loss with a little magical charm. They
  say that the heart of a troll can be used to slow one’s aging.
  Get one for me would you?” 
  Reward: 125 gp
  Target: Water Elemental Myrmidon  
  Request: Myrmidon Shackles  
  Requester Name: Anna O’Loughlin  
  Race: Human  
  Suggested Locations: General  
  Description: “I am a highly sought-after woman and
  unfortunately, regular security just isn’t cutting it anymore.
  What I need is a guard that is powerful, intimidating, and
  unquestionably loyal all at the same time. I’ve been
  thinking of getting some elementals in my employ and
  there is a gentleman that says he can source them if he has
  some shackles. Bring me some of those and I will gladly
  reward you.” 
  Reward: 430 gp
  CR 8
  Target: Canoloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: General  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
   
  Target: Corpse Flower  
  Request: Carrion Vines (large bag)  
  Requester Name: Lia Amastacia  
  Race: Elf  
  Suggested Locations: Forest, Grassland, Swamp  
  Description: “My partner, Scruffy, has been having some
  tummy problems lately. Poor baby’s had indigestion for the
  last two weeks! I think he needs a bit more greens in his
  diet, but he’s a picky eater and only ever eats meat.
  However, I think I can trick him with some vines from a
  corpse flower. If you get me some, Scruffy and I would be
  ever so grateful!”  
  Reward: 60 gp
   
  Target: Deathlock Mastermind  
  Request: Bone Heart  
  Requester Name: Augustus Darkholm  
  Race: Halfling  
  Suggested Locations: General  
  Description: “There are those that have called me and my
  sense of décor…morbid, at best. Personally, I don’t see
  anything wrong with decorating one’s home with black
  paint and skeletal remains, after all, my family has been
  doing it for generations! Anyway, there’s something that I
  think would really complete my mantle and it is the bone
  heart of a deathlock. I think it would be an absolutely
  fascinating conversation starter…if I ever had anyone over
  to my house to converse with.”  
  Reward: 8 gp
  127
  
  Target: Drow House Captain  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
   
  Target: Gloom Weaver  
  Request: Shadow Blight (vial)  
  Requester Name: Shava Siannodel  
  Race: Elf  
  Suggested Locations: Cave, Mountain  
  Description: “As the sole healer for my town, it is my duty
  to provide holistic health care for my patients. This extends
  beyond simple physical care and into mental wellbeing.
  Unfortunately, I am lacking skills as a therapist and need to
  rely on some outside medications to get the job done.
  Shadow blight from the shadar-kai may seem a little grim,
  but it does have the ability to suppress emotions and calm
  my patients when they’re going through some trauma. I’d
  like to keep some on hand if possible.”  
  Reward: 25 gp
   
  Target: Howler  
  Request: Howler Blood (vial)  
  Requester Name: Jamie Crandal  
  Race: Human  
  Suggested Locations: Cave, Mountain  
  Description: “I really don’t like fighting people. Not only
  am I not good at it, but I find the entire idea barbaric.
  Unfortunately, my pacifist tendencies don’t stop others from
  picking on me, if anything it encourages it. What I need is
  some sort of non-violent deterrent, something that’ll make
  all the bullies just leave me alone. Howler blood might
  work, just toss some of that and people will run away
  screaming. Maybe it’ll even give me a reputation and
  discourage people in the future.” 
  Reward: 15 gp
   
  Target: Hydroloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: Cave, Coast  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
  Target: Rot Troll  
  Request: Troll Heart  
  Requester Name: Jemima Brunswick  
  Race: Human  
  Suggested Locations: Cave, Mountain, Swamp  
  Description: “There is nothing that I value more than my
  beauty: it has gotten me far in life and I intend for it to get
  me even more. As everyone is aware unfortunately, beauty
  is a fleeting thing that you lose with every passing day. But,
  I hope to slow this loss with a little magical charm. They
  say that the heart of a troll can be used to slow one’s aging.
  Get one for me would you?” 
  Reward: 125 gp
   
  Target: Salamander, Frost  
  Request: Frost Salamander Blood (vial)  
  Requester Name: Birgit Conchobar  
  Race: Human  
  Suggested Locations: Arctic, Cave  
  Description: “Our army’s run into some skirmishes lately
  with mages summoning water elementals. Unfortunately,
  our swords literally aren’t cutting it against these minions
  so we’re going to need a little extra in our kits to fend them
  off. Frost salamander blood can add a cold touch to any
  weapon and should let us freeze those elementals solid and
  then chop them in two. We’ll take any you can spare; we
  have an entire army to equip after all.” 
  Reward: 2 gp
   
  Target: Sword Wraith Commander  
  Request: Black Blood (vial)  
  Requester Name: Birgit Conchobar  
  Race: Human  
  Suggested Locations: General  
  Description: “Any good commander will tell you that
  morale is the difference between an army and a random
  assortment of people holding weapons. There are many
  ways to bolster morale, but I have heard of a new technique
  that involves the black blood of a sword wraith. As morbid
  as it sounds to use the remains of a dead soldier to
  empower a live one, war is a messy business, and there is
  no space for reservations.”  
  Reward: 10 gp
   
  Target: The Lonely  
  Request: The Lost Skin  
  Requester Name: Wendell Carrybrook  
  Race: Human  
  Suggested Locations: Cave, Mountain  
  Description: “As an explorer, I need to both pack light, and
  be well-equipped for any situation. The key to achieving
  these seemingly contradictory objectives is to simply have
  better equipment. Leather tanned from the skin of a certain
  sorrowsworn can grant protection in just about any
  environment which will certainly cut down on the many
  different pieces of protective gear I’d need to pack.”  
  Reward: 150 gp
  128
  
  CR 10
  Target: Autumn Eladrin  
  Request: Eladrin Heart  
  Requester Name: Elarond Skychild  
  Race: Elf  
  Suggested Locations: Forest  
  Description: “As close relatives, the eladrin and the elves
  have much to learn from one another. In particular, I am
  fascinated by the mechanisms in which their emotions
  manage to exert such a tremendous influence over their
  bodies, and why such an ability was not passed down to us.
  I have isolated a few theories, but I need more samples to
  confirm them. If you happen to come by any eladrin hearts,
  I’ll take them off your hands…and also not ask how you got
  them.” 
  Reward: 810 gp
   
  Target: Elder Oblex  
  Request: Oblex Slime (vial)  
  Requester Name: Fargrim Stonebrew  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “So I got captured by some duergar recently.
  It wasn’t that bad to be honest, and I managed to get myself
  out of it after just a few months. Even greater is that I
  managed to snag some of their brews on my way out.
  Apparently, this drink is called ‘fade’ and its brewed from
  the slime of an oblex. Well, it helped me forget all my
  troubles and I’ve developed a taste for it. I’d love to get
  some if you can find any.”  
  Reward: 3 gp
   
  Target: Githyanki Gish  
  Request: Githyanki Brain  
  Requester Name: Barakas  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I am fascinated by the case of the githyanki.
  A race of people with psionic abilities, their brains are
  unlike any other humanoids. I would very much like to
  study them and perhaps find a way to grant the rest of us
  similar powers.”  
  Reward: 15 gp
   
  Target: Githzerai Enlightened  
  Request: Githzerai Brain  
  Requester Name: Barakas  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I am fascinated by the case of the githzerai.
  A race of people with psionic abilities, their brains are
  unlike any other humanoids. I would very much like to
  study them and perhaps find a way to grant the rest of us
  similar powers.”  
  Reward: 15 gp
   
  Target: Orthon  
  Request: Orthon Tusk  
  Requester Name: Timothy Vimes  
  Race: Human  
  Suggested Locations: General  
  Description: “As a law enforcement officer of the city, I
  often have to track down errant individuals that have
  escaped justice’s reach. Unfortunately, sometimes I have
  nothing to go off but a discarded glove or old shoe. I could
  rely on a hunting hound, but I’ve found them to be
  unreliable in the past. No, what I would prefer is an orthon
  tusk. I’ve heard those things can track down anything
  anywhere with perfect accuracy. I have some city funds to
  compensate you if you bring me one. Really, the city would
  be saving money with the amount of my overtime it
  wouldn’t have to pay anymore.”  
  Reward: 105 gp
   
  Target: Spring Eladrin  
  Request: Eladrin Heart  
  Requester Name: Elarond Skychild  
  Race: Elf  
  Suggested Locations: Forest  
  Description: “As close relatives, the eladrin and the elves
  have much to learn from one another. In particular, I am
  fascinated by the mechanisms in which their emotions
  manage to exert such a tremendous influence over their
  bodies, and why such an ability was not passed down to us.
  I have isolated a few theories, but I need more samples to
  confirm them. If you happen to come by any eladrin hearts,
  I’ll take them off your hands…and also not ask how you got
  them.” 
  Reward: 810 gp
  129
  
  Target: Star Spawn Hulk  
  Request: Psionic Overflow  
  Requester Name: Kallista Nolioski  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “It appears that some cults have fallen in with
  a certain race of creatures that hail from beyond the stars.
  These creatures boast tremendous psionic potential which
  then goes on to influence their followers. If I hope to
  understand the inner workings of these cults, I need some
  to understand how their altered minds work, and to
  understand that, I need samples of the psionic energy their
  other-worldy patrons are offering to them.”  
  Reward: 3 gp
   
  Target: Summer Eladrin  
  Request: Eladrin Heart  
  Requester Name: Elarond Skychild  
  Race: Elf  
  Suggested Locations: Forest  
  Description: “As close relatives, the eladrin and the elves
  have much to learn from one another. In particular, I am
  fascinated by the mechanisms in which their emotions
  manage to exert such a tremendous influence over their
  bodies, and why such an ability was not passed down to us.
  I have isolated a few theories, but I need more samples to
  confirm them. If you happen to come by any eladrin hearts,
  I’ll take them off your hands…and also not ask how you got
  them.” 
  Reward: 810 gp
   
  Target: Winter Eladrin  
  Request: Eladrin Heart  
  Requester Name: Elarond Skychild  
  Race: Elf  
  Suggested Locations: Forest  
  Description: “As close relatives, the eladrin and the elves
  have much to learn from one another. In particular, I am
  fascinated by the mechanisms in which their emotions
  manage to exert such a tremendous influence over their
  bodies, and why such an ability was not passed down to us.
  I have isolated a few theories, but I need more samples to
  confirm them. If you happen to come by any eladrin hearts,
  I’ll take them off your hands…and also not ask how you got
  them.” 
  Reward: 810 gp
  CR 11
  Target: Alkilith  
  Request: Alkilith Acid  
  Requester Name: Einkil Sturdyshelf  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “As the curator of the museum, it is my duty
  to collect, catalogue, and maintain all manners of artifacts
  and treasures, including those with ‘darker’ origins.
  Unfortunately, regular cleaning agents don’t work properly
  on cursed artifacts due to their propensity to repel anything
  that could be even remotely construed as ‘purifying.’
  However, I have found that diluted alkilith acid has the
  ability to clean and shine items that have fiendish origins,
  probably because they recognize each other’s similar
  origins. I’d very much like to get my hands on some, since
  our annual donor’s tour is starting soon and the displays
  are sorely in need of a clean.” 
  Reward: 400 gp
  Target: Balhannoth  
  Request: Balhannoth Teeth (large bag)  
  Requester Name: Althaea Xandarist  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “I run a house of worldly pleasures. The
  drinks, music, and companionship are all sure to relax even
  the tensest adventurer into a pleasant sleep. I wish to
  improve even further on my offerings by enhancing even
  the dreams of my customers. They say that ground
  balhannoth teeth can make a nice brew that allows the
  drinker to fulfill their deepest fantasies in their sleep. If I
  had some of that in my possession, I could offer a truly
  premium experience.”  
  Reward: 270 gp
   
  Target: Drow Shadowblade  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
   
  Target: Soul Monger  
  Request: Shadow Blight (vial)  
  Requester Name: Shava Siannodel  
  Race: Elf  
  Suggested Locations: Cave, Mountain  
  Description: “As the sole healer for my town, it is my duty
  to provide holistic health care for my patients. This extends
  beyond simple physical care and into mental wellbeing.
  Unfortunately, I am lacking skills as a therapist and need to
  rely on some outside medications to get the job done.
  Shadow blight from the shadar-kai may seem a little grim,
  but it does have the ability to suppress emotions and calm
  my patients when they’re going through some trauma. I’d
  like to keep some on hand if possible.”  
  Reward: 25 gp
  130
  
   
  Target: Spirit Troll  
  Request: Essence of Troll  
  Requester Name: “Blind” Mardred  
  Race: Human  
  Suggested Locations: Cave, Mountain, Swamp  
  Description: “Trolls are a fascinating creature, their
  spiritual forms just as chaotic and haphazard as their
  bodies. It’s been so long since I’ve had the chance to play
  around with those silly little souls and mess around with
  old Varpak. Grant an old woman some fun and get one for
  me would you?”  
  Reward: 860 gp
   
  Target: The Hungry  
  Request: Scouring Bile (vial)  
  Requester Name: Shava Sionnodel  
  Race: Elf  
  Suggested Locations: Cave, Mountain  
  Description: “As village healer I need to be able to respond
  to a wide variety of issues and emergencies. Sometimes, I
  need to do some extreme triage in order to ensure my
  patients don’t endure further health risks and danger. As
  such, I want to keep some scouring bile in my kit. Even
  though it does hurt to imbibe it, that stuff can cure some
  ailments that could cause a lot more damage if left
  unchecked.”  
  Reward: 68 gp
   
  Target: Yagnoloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: General  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
  CR 12
   
  Target: Boneclaw  
  Request: Shadow Robe Wisps (vial)  
  Requester Name: Lawrence Ichelm  
  Race: Human  
  Suggested Locations: General  
  Description: “Despite all their dark magic and their
  undead proclivities, I actually think that liches have a pretty
  good sense of style. Even the boneclaws are garbed in
  some rather attractive robes. I think I’d like to share that
  sense of style and I heard you can do that with some of the
  wisps taken straight from the boneclaw. Would this make
  me look more like a lich than my skin condition already
  does? Yes. But, the rumors aren’t going anywhere so I may
  as well lean into them.”  
  Reward: 450 gp
   
  Target: Duergar Despot  
  Request: Duergar Brain  
  Requester Name: Gloin Rockbeard  
  Race: Dwarf  
  Suggested Locations: Cave, Mountain  
  Description: “As much as we’d prefer to ignore it, the
  duergar are indeed our kin, and their plight is largely a
  result of our own selfishness. The countless generations of
  torture by the mind flayers have changed them irrevocably,
  but I think there may be a way to help them. If I can get a
  few samples of their brains, I believe that I can figure out
  exactly where our people diverged and maybe find a way to
  bridge the gap between us.” 
  Reward: 8 sp
   
  Target: Eidolon  
  Request: Enchanted Rubble  
  Requester Name: Flain Gravelhands  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “As a dwarvish stonemason, I have a lot of
  ancient statues to maintain. Now, I could do it the old-
  fashioned way with sandpaper and elbow grease, or I could
  do it the smart way and use some enchanted rubble. I
  prefer the smart way, it’ll leave me much more time to hit
  the pub.”  
  Reward: 300 gp
   
  Target: Githyanki Kith’rak  
  Request: Githyanki Brain  
  Requester Name: Barakas  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I am fascinated by the case of the githyanki.
  A race of people with psionic abilities, their brains are
  unlike any other humanoids. I would very much like to
  study them and perhaps find a way to grant the rest of us
  similar powers.”  
  Reward: 15 gp
  131
  
  Target: Gray Render  
  Request: Gray Render Hide  
  Requester Name: Billy Biddybundle  
  Race: Halfling  
  Suggested Locations: General  
  Description: “I’ll be blunt: the spark has disappeared from
  my marriage lately. I don’t know what I did! Maybe it’s the
  long hours working, too many kids popping out, or just the
  both of us getting older, but my wife doesn’t look at me like
  she used to. My buddy once told me that a blanket made of
  gray render hide can repair any relationship, and I really
  hope that’s true. Please get me one and help save my
  marriage, I’ll pay anything!”  
  Reward: 570 gp
   
  Target: Oinoloth  
  Request: Yugoloth Heart  
  Requester Name: Borivik Helder  
  Race: Human  
  Suggested Locations: General  
  Description: “In several ways, yugoloths are worse than
  regular fiends. While fiends fight merely for their
  bloodthirstiness or their vanity, yugoloths do so purely out
  of greed. I have made it my goal to end them once and for
  all, and to do that, I will need access to Gehenna. If you can
  get me yugoloth hearts, I can craft them into gems that will
  take my companions and I into that dark realm, to confront
  the legendary yugoloth general and destroy him.”  
  Reward: 1,125 gp
  CR 13
  Target: Dire Troll  
  Request: Troll Flesh  
  Requester Name: Wellby Tosscobble  
  Race: Halfling  
  Suggested Locations: Cave, Forest, Grassland, Mountain  
  Description: “Even among the gourmand community, troll
  flesh is considered quite the strange meal. I believe it
  mostly comes down to the taste which is best described
  as…acquired. I can taste a good undertone in it however
  and I am sure that if I experiment with it enough, I can
  figure out a recipe that can bring out is full flavour
  potential.”  
  Reward: 2 gp
   
  Target: Drow Arachnomancer  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
  Target: Narzugon  
  Request: Narzugon Eye  
  Requester Name: Gondwin Darkbane  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “As a paladin that has sworn a sacred oath, it
  is my duty to eradicate evil wherever it rears its ugly head.
  Unfortunately, evil has grown more resourceful as time has
  gone by and so must I. While normally I would stride into
  battle head on, I believe that sometimes a matter of
  subtlety is called for, and what better way to do that than to
  use evil against itself. The eyes of a narzugon can blind
  other evil forces and I think that would be the perfect tool
  to aid in my crusade.” 
  Reward: 150 gp
   
  Target: Star Spawn Seer  
  Request: Psionic Overflow  
  Requester Name: Kallista Nolioski  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “It appears that some cults have fallen in with
  a certain race of creatures that hail from beyond the stars.
  These creatures boast tremendous psionic potential which
  then goes on to influence their followers. If I hope to
  understand the inner workings of these cults, I need some
  to understand how their altered minds work, and to
  understand that, I need samples of the psionic energy their
  other-worldy patrons are offering to them.”  
  Reward: 3 gp
   
  Target: The Angry  
  Request: Boiling Blood (vial)  
  Requester Name: Salvin Rockyfield  
  Race: Halfling  
  Suggested Locations: Cave, Mountain  
  Description: “I own a somewhat profitable fighting ring,
  but audience attendance has been a little down lately. I
  think it’s because my fighters just aren’t in the same shape
  they used to be and they’re lacking a little oomph in their
  bouts. I want to give them a little extra kick before they
  enter the ring, really make them turn savage against each
  other, you know? Some boiling blood from the Shadowfell
  should do it, that stuff will have them tearing each other
  apart like no one’s business!”  
  Reward: 75 gp
   
  Target: Wastrilith  
  Request: Wastrilith Teeth (large bag)  
  Requester Name: Shava Siannodel  
  Race: Elf  
  Suggested Locations: General  
  Description: “I serve my local town as healer, and while I
  believe I’ve been fairly good at treating their illnesses, I
  think I can do better. It is better to prevent sickness than
  treat it, and to that end, I want to filter the town’s water to
  improve their health. I think if I dunk a bag of wastrilith
  teeth into the town’s well, that should purify the water and
  vastly reduce the cases of waterborne diseases around
  here.”  
  Reward: 150 gp
  132
  
  CR 14
  Target: Cadaver Collector 
  Request: Undertaker Oil  
  Requester Name: Lawrence Ichelm  
  Race: Human  
  Suggested Locations: General  
  Description: “You know, I think the rumors of me being a
  lich may be based on more than just my skeletal
  appearance (which I must remind you, is due to a skin and
  muscle condition and nothing else). It’s probably also got to
  do with the fact that I work as the town embalmer. Either
  way, I’m running low on supplies and I happened to come
  across the body of a fierce looking warrior that I want to
  immortalize (completely professional reasons I assure you).
  If I had some undertaker oil, I think I could do it justice.”  
  Reward: 60 gp
   
  Target: Drow Inquisitor  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
   
  Target: Githyanki Supreme Commander  
  Request: Githyanki Brain  
  Requester Name: Barakas  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I am fascinated by the case of the githyanki.
  A race of people with psionic abilities, their brains are
  unlike any other humanoids. I would very much like to
  study them and perhaps find a way to grant the rest of us
  similar powers.”  
  Reward: 15 gp
   
  Target: Retriever  
  Request: Retriever Leg  
  Requester Name: Falion Silvergale  
  Race: Elf  
  Suggested Locations: Cave, Mountain  
  Description: “I don’t quite know how they’ve done it, but
  the drow have managed to develop an incredibly strong
  metallic alloy that they use in the construction of their
  horrid retrievers. I cannot allow those Underdark heathens
  to best us in this way and so I have made it my mission to
  reverse engineer this metal and bring its power to our own
  people. Retrieve some samples of this retriever metal and I
  will make sure you are rewarded on behalf of my people.” 
  Reward: 45 gp
  CR 15
  Target: Green Abishai  
  Request: Mark of Tiamat  
  Requester Name: Ghesh Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “We dragonborn have an uneasy relationship
  with the Dragon Queen. Her influence can easily be seen
  on the chromatic among us, but by and large, we try to
  keep her at an arm’s length. However, I believe that our
  lineage should not be denied and that we should use some
  of her power, especially when doing so can be done safely
  and without cost. I will gladly pay good money if you bring
  me the marks that her Abishai bear, such things will let us
  embrace our heritage without succumbing to her
  influence.”  
  Reward: 30 gp
   
  Target: Nabassu  
  Request: Nabassu Jaw  
  Requester Name: Calienta Ostoroth  
  Race: Elf  
  Suggested Locations: General  
  Description: There is a man that I need to destroy; a bad
  man that has done bad things. His crimes against my
  family and I…well…they do not bear repeating. I do not seek
  something to help me kill him, I can already handle that
  part myself. What I need is something to destroy him. I
  need to ensure that when he is dead, he stays dead; to
  ensure that after I drive my knife through his black heart,
  his spiteful soul does not rise from the corpse to continue
  its sins. As evil as my request may be, I need the jaw of a
  nabassu to tear through his soul like it were a piece of
  meat.” 
  Reward: 2,550 gp
   
  Target: Skull Lord  
  Request: Treachery Skull  
  Requester Name: John  
  Race: Human  
  Suggested Locations: General  
  Description: “I can’t divulge my real name for reasons that
  will soon be clear. I’m in a lot of trouble, and I need some
  help pulling myself out of it. To assuage your guilt I can
  assure you that I am innocent, but that won’t stop the
  inquisitor that I have to face soon to clear my name.
  Unfortunately, I also can’t tell the whole truth since I am
  actually wrapped up in a few other things that I’d rather not
  see the light of day. I could use any help I can get in passing
  this interrogation and I’ve heard about some magic skulls
  that might give me what I need. Please, I’m begging you,
  help me out of this nightmare!” 
  Reward: 300 gp
  133
  
  CR 16
  Target: Githzerai Anarch  
  Request: Githzerai Brain  
  Requester Name: Barakas  
  Race: Tiefling  
  Suggested Locations: General  
  Description: “I am fascinated by the case of the githzerai.
  A race of people with psionic abilities, their brains are
  unlike any other humanoids. I would very much like to
  study them and perhaps find a way to grant the rest of us
  similar powers.”  
  Reward: 15 gp
   
  Target: Hellfire Engine  
  Request: Hellfire Core  
  Requester Name: Jarrod Gerkirk  
  Race: Gnome  
  Suggested Locations: General  
  Description: “The hellfire core is something that could be
  dreamed up only by the maddening ingenuity of the Abyss.
  Its structure, mechanisms, and materials are all so
  contradictory, yet they somehow work. I very much would
  like an intact sample of it to study and reverse engineer.
  Maybe it’ll finally rekindle my dwindling interest in the
  more humdrum activities of my profession.”  
  Reward: 13,500 gp
   
  Target: Phoenix  
  Request: Entropy Shard  
  Requester Name: Faldrin Shattersky  
  Race: Elf  
  Suggested Locations: General  
  Description: “The world is in pain; I can feel it. There’s
  something amiss in the environment, some fatal fracture
  that is compounding on itself and threatens to consume us
  all. I intend to prevent this from happening of course, but
  first I need to figure out the cause. The entropy shards held
  by elder elementals are powerful objects that are tied to
  nature itself. I think if I can get my hands on them, I’ll be
  able to divine a ritual that will get me the information I
  seek.” 
  Reward: 6,000 gp
   
  Target: Star Spawn Larva Mage  
  Request: Star Worms (large pouch)  
  Requester Name: Leto Arrakis  
  Race: Human  
  Suggested Locations: General  
  Description: “I am a navigator and unfortunately, the seas
  have been most tumultuous as of late. As a trader of volatile
  and valuable spices, it is absolutely imperative that I deliver
  my cargo in a timely manner and as such, I cannot afford to
  get lost. I have heard of a potion brewed from a certain
  larva that can improve navigational skills to a supernatural
  degree. I will pay any price for something that can ensure
  my ship’s safe passage. After all, the spice must flow.”  
  Reward: 2,775 gp
   
  Target: Steel Predator  
  Request: Steel Predator Claw  
  Requester Name: Moira Soothands  
  Race: Dwarf  
  Suggested Locations: General  
  Description: “So I may have gotten a little tipsy a few
  months ago, met some adventurers, and taken a few too
  many orders for mastercrafted weapons that I did not have
  the materials to make. I hoped they weren’t going to come
  back for them, but I got word that they’re in the next town
  over and unfortunately, I’ve already drunk their down
  payments. I think I can finish their orders in time if I work
  fast, I just need the materials. The metal from a steel
  predator claw is high quality and easy to reforge. Get me
  that quick, before I get a party of angry adventurers on my
  back!”  
  Reward: 225 gp
  CR 17
  Target: Blue Abishai  
  Request: Mark of Tiamat  
  Requester Name: Ghesh Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “We dragonborn have an uneasy relationship
  with the Dragon Queen. Her influence can easily be seen
  on the chromatic among us, but by and large, we try to
  keep her at an arm’s length. However, I believe that our
  lineage should not be denied and that we should use some
  of her power, especially when doing so can be done safely
  and without cost. I will gladly pay good money if you bring
  me the marks that her Abishai bear, such things will let us
  embrace our heritage without succumbing to her
  influence.”  
  Reward: 30 gp
  134
  
   
  Target: Nagpa  
  Request: Brand of the Raven Queen  
  Requester Name: Nala Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “My employer has once again come under his
  trademark waves of paranoia. It is his firm belief that he
  will be assassinated in the near future and that none of his
  clerics will be nearby to revive him in time. As such, he has
  charged me with procuring something that will do away
  with reliance on other people. I believe the nagpa can yield
  a brand of the raven queen that allows the holder to cheat
  death. My employer is a rich man, and if you can help keep
  him happy, I am sure you will be well compensated.” 
  Reward: 6,900 gp
   
  Target: Red Abishai  
  Request: Mark of Tiamat  
  Requester Name: Ghesh Kimbatuul  
  Race: Dragonborn  
  Suggested Locations: General  
  Description: “We dragonborn have an uneasy relationship
  with the Dragon Queen. Her influence can easily be seen
  on the chromatic among us, but by and large, we try to
  keep her at an arm’s length. However, I believe that our
  lineage should not be denied and that we should use some
  of her power, especially when doing so can be done safely
  and without cost. I will gladly pay good money if you bring
  me the marks that her Abishai bear, such things will let us
  embrace our heritage without succumbing to her
  influence.”  
  Reward: 30 gp
  CR 18
  Target: Amnizu 
  Request: Amnizu Tooth  
  Requester Name: Amanda Silvertongue  
  Race: Human  
  Suggested Locations: General  
  Description: “I work as an advisor for several important
  individuals. Without arrogance, I can say that my counsel is
  unquestionably sound. However, for some reason my
  clients constantly second-guess and undermine me, much
  to their own detriment. To that end, I’ve decided that simply
  charming them would be easier than convincing them, and
  I have been told that the tooth of an amnizu can make that
  easier. Do not worry, I will not make them do anything
  against their best interests while they are under my
  influence. After all, I am extremely professional.” 
  Reward: 120 gp
   
  Target: Drow Favoured Consort  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
   
  Target: Sibriex  
  Request: Sibriex Cysts (large bag)  
  Requester Name: Immeral Goladrian  
  Race: Elf  
  Suggested Locations: General  
  Description: “There is much that we can learn from the
  sibriex in terms of transfiguration magic. As a practitioner
  of the art myself, I wish to study their abilities and perhaps
  add it them to my own. I need as many samples as I can
  get, the more the better.” 
  Reward: 975 gp
  CR 20
  Target: Drow Matron Mother  
  Request: Drow Blood  
  Requester Name: Riskel Firestrider  
  Race: Elf  
  Suggested Locations: Cave  
  Description: “At long last we’ve discovered the secret to
  the drow’s deadly poison: their own blood. It must be a sign
  from providence for us, to be able to kill drow and then use
  their own blood against them as a weapon. Bring me their
  blood and I will happily pay a handsome bounty.” 
  Reward: 2 gp
   
  Target: Leviathan  
  Request: Entropy Shard  
  Requester Name: Faldrin Shattersky  
  Race: Elf  
  Suggested Locations: Coast  
  Description: “The world is in pain; I can feel it. There’s
  something amiss in the environment, some fatal fracture
  that is compounding on itself and threatens to consume us
  all. I intend to prevent this from happening of course, but
  first I need to figure out the cause. The entropy shards held
  by elder elementals are powerful objects that are tied to
  nature itself. I think if I can get my hands on them, I’ll be
  able to divine a ritual that will get me the information I
  seek.” 
  Reward: 6,000 gp
   
  Target: Nightwalker  
  Request: Nightwalker Horn  
  Requester Name: Wesley Tumblebrook 
  Race: Gnome  
  Suggested Locations: General  
  Description: “There have been some strange occurrences
  in my area recently; things vanishing and reappearing and
  teleporting around at random. I was willing to put up with
  it at first, until the first time that I suddenly blacked out and
  then reappeared one day later several acres from my
  house. It’s high time that I investigate this mess, but first
  I’m going to need something to protect me from this
  strange vanishing magic. The horn of a nightwalker is said
  to act as a ward against banishment; I’m sure if I have one
  it should give me the defense I need.”  
  Reward: 390 gp
  135
  
  CR 21
  Target: Astral Dreadnought  
  Request: Plane Blocking Ichor (1 gallon)  
  Requester Name: Birgit Conchobar  
  Race: Human  
  Suggested Locations: General  
  Description: “I have finally gotten the funding to improve
  our city’s defenses, and unlike all the men in the war room,
  I believe we need something more than just ‘taller walls.’
  Our home is woefully undefended from magical incursions
  and I think it’s time we fixed that. I have heard that the
  blood of an astral dreadnought can put a stop to mages
  teleporting in and out of here like it’s a roadside inn, and
  they also have more than enough to paint a line around our
  most important buildings.”  
  Reward: 3 gp
   
  Target: Molydeus  
  Request: Abyssal Weapon Ichor (vial)  
  Requester Name: Orsik Holderhek  
  Race: Human  
  Suggested Locations: General  
  Description: “The demons of the Abyss think they’re so
  clever by making the weapons of a molydeus dissolve upon
  their deaths. They think it will prevent us mortals from
  accessing their esoteric metallurgy techniques.
  Unfortunately for them, they’ve never gone up against the
  dogged determination of a Holderhek. I am thoroughly
  convinced that if I can get my hands on enough samples of
  their weapon ichor, I can figure out exactly what goes into
  their weapons and end up gaining the blacksmithing skills
  of the Demon Lords themselves.” 
  Reward: 450 gp
  CR 22
  Target: Zaratan  
  Request: Entropy Shard  
  Requester Name: Faldrin Shattersky  
  Race: Elf  
  Suggested Locations: Desert, Grasslands, Mountain  
  Description: “The world is in pain; I can feel it. There’s
  something amiss in the environment, some fatal fracture
  that is compounding on itself and threatens to consume us
  all. I intend to prevent this from happening of course, but
  first I need to figure out the cause. The entropy shards held
  by elder elementals are powerful objects that are tied to
  nature itself. I think if I can get my hands on them, I’ll be
  able to divine a ritual that will get me the information I
  seek.” 
  Reward: 6,000 gp
  CR 23
   
  Target: Elder Tempest  
  Request: Entropy Shard  
  Requester Name: Faldrin Shattersky  
  Race: Elf  
  Suggested Locations: Mountain  
  Description: “The world is in pain; I can feel it. There’s
  something amiss in the environment, some fatal fracture
  that is compounding on itself and threatens to consume us
  all. I intend to prevent this from happening of course, but
  first I need to figure out the cause. The entropy shards held
  by elder elementals are powerful objects that are tied to
  nature itself. I think if I can get my hands on them, I’ll be
  able to divine a ritual that will get me the information I
  seek.” 
  Reward: 6,000 gp
  CR 25
   
  Target: Marut  
  Request: Sigil Oil (vial)  
  Requester Name: Jarrod Gerkirk  
  Race: Gnome  
  Suggested Locations: General  
  Description: “The most coveted tinkering oil in the
  multiverse can only be found on Primus’ most treasured
  works: the maruts. Just one drop of that oil can make
  miracles happen when applied to even rudimentary
  machines, let alone my own inventions. Problem is, I’d
  never be able to get it myself seeing as how dangerous the
  marut are in battle. If you get me some, I’d pay a high price
  for it.”  
  Reward: 150 gp
  136
  
  FAQs
  Q: Why didn't you include the meat you can harvest from creatures?  
  A: I wanted to avoid relatively generic harvesting materials. Largely I assumed that DM's would be able to judge meat
  harvesting by themselves without any need for a guide.  
   
  Q: Can I give suggestions or feedback? 
  A: Of course! This is a living document and I fully endorse anyone to send in item suggestions or balance feedback. See the
  Contact Us section for contact details.  
   
  Q: Can I change an item to suit my campaign? 
  A: Feel free to do so. Items were designed to be setting agnostic and able to fit into anything, but edge cases could always
  occur. I encourage DMs to use this guide as a launching point for their own ideas.  
   
  Q: What's your next book, considering there's no more monster compendiums by WotC? 
  A: Well first I'm going to take a bit of a break. I might publish a few adventures I've written, but after that, I will probably look
  into a herbalism guide. Follow @drifterworkshop on Twitter for regular updates. 
   
  Q: Why don't you include the beast section? 
  A: I felt that beasts were too mundane to include in the harvest table, and largely could be replaced by a DM googling an actual
  butcher table. 
   
  Q: How come you didn't include any loot like weapons and armour? 
  A: Those items are largely context sensitive. After all, not every Hobgoblin walks around with a spear at all times, so I felt best
  to leave those out and up to the DM to decide based on context.
  137
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Drifters Game Workshop/Hamund's Harvesting Handbook Vol. 3.pdf