TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen & d1sk via. Shutterstock
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen,  
  Louis Flindt Rask, & Sindre Urvold 
  Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica 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 2019 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  Also by Anne Gregersen
  
  3
  How To Use This Book? 
  4
  Killing Humanoid Enemies 
  4
  Harvesting Checks 
  4
  Harvest Time 
  5
  Time of Death 
  5
  Types of Loot 
  5
  Monsters
  Daelkyr 
  7
  Belashyrra 
  7
  Dyrrn 
  7
  Intellect Devourer 
  8
  Dinosaurs 
  8
  Clawfoot 
  8
  Fastieth 
  8
  Dolgaunt 
  8
  Dolgrim 
  8
  Dusk Hag 
  8
  Homunculi 
  9
  Expeditious Messenger 
  9
  Iron Defender 
  9
  Inspired 
  9
  Karrnathi Undead Soldier 
  9
  Lady Ilmarrow 
  9
  Living Spell 
  9
  Living Burning Hands (or Other) 
  9
  Living Lightning Bolt (or Other) 
  9
  Living Cloudkill (or Other) 
  10
  The Lord of Blades 
  10
  Mordakhesh 
  10
  Overlords 
  10
  Rak Tulkhesh 
  10
  Sul Khatesh 
  11
  Quori 
  12
  Hashalaq Quori 
  12
  Kalaraq Quori 
  12
  Tsucora Quori 
  12
  Radiant Idol 
  12
  Rakshasa 
  13
  Zakya Rakshasa 
  13
  Undying  
  13
  Undying Councilor 
  13
  Undying Soldier 
  13
  Valenar Animals  
  13
  Valenar Hawk 
  13
  Valenar Hound 
  13
  Valenar Steed 
  13
  Warforged Colossus 
  14
  Warforged Titan 
  14
  Generic NPCs
  Bone Knight 
  15
  Changeling  
  15
  Kalashtar  
  15
  Magewright  
  15
  Shifter 
  15
  Tarkanan Assassin 
  15
  Warforged Soldier 
  15
  Table of Contents
  
  4
  How To Use This Book?
  The work is half the reward, but what if you 
  want the whole reward? After braving the 
  dangers of an acid-spewing dragon or the 
  petrifying gaze of a snake-headed medusa, it is 
  reasonable that the adventurers who survived 
  the monster’s onslaught might claim some sort 
  of prize. This document supplies a list of items 
  and loot that traveling adventurers might find 
  on the monsters they encounter and slay on 
  their fantastical journeys.  
  What follows in this section are some light 
  mechanics for harvesting dead creatures. 
  There are different types of loot that can 
  be found on a monster, not all of which are 
  necessarily useful for a group of travelling 
  adventures. The supplied loot tied to each 
  monster are simply suggestions that can be 
  changed by the DM to fit the circumstances of 
  the campaign they are running. 
  The loot found within this document has 
  been designed with the rules below in mind 
  for two reasons. First, this prevents characters 
  immediately picking something up from a 
  monster and using it seconds later. Second, 
  this document assumes that there is a body 
  left to harvest once the creature has been 
  killed. This should be considered when the 
  adventurers are fighting demons and devils, 
  which are likely to leave no corpse as they 
  respawn on their home plane after being killed 
  on the Material Plane.
  Killing Humanoid Enemies
  Many humanoid enemies exist within the 
  worlds of Dungeons & Dragons. Some of 
  the more popular include goblins and orcs. 
  Opposing their wicked ways have set brave 
  adventurers on the path to becoming legends 
  of the realm. 
  When killing a humanoid enemy, the 
  adventurers are entitled to any loot the 
  humanoid may carry on their person. 
  Weapons, armor, and other sparse items are 
  listed below the humanoid’s name, as with 
  every other monster. However, harvesting 
  body parts, such as hide and flesh, from 
  humanoid creatures is not something this 
  document covers because we don’t encourage 
  adventurers to tear into the bodies of people.
  Harvesting Checks
  There are a few ways to harvest the monsters 
  found in the worlds of Dungeons & Dragons, 
  and doing so can impact the nature of the 
  game being played. What follows are some 
  suggestions as to how the characters might be 
  able to harvest a recently deceased creature. 
  Ability Check
  When a character attempts to harvest a 
  creature, they must first succeed on a specific 
  ability check to successfully harvest the 
  components from it. The nature of the ability 
  check depends on the monster’s type. The 
  following table should be seen as a suggestion 
  for splitting up the checks and can be changed 
  to better fit the nature of the game at hand. 
  Type of Ability Check
  Creature Type
  Ability Check
  Beast, dragon, giant, 
  monstrosity, plant
  Nature
  Humanoid
  Survival
  Celestial, fiend, undead
  Religion
  Aberration, construct, 
  elemental, fey, ooze
  Arcana
  The DC of the check is determined by the 
  CR of the creature being harvested, but the 
  harvesting check DC cannot be lower than 10 
  and cannot be higher than 30. If a character 
  succeeds on the ability check, they are able 
  to harvest all available loot on the monster. If 
  they fail the check, the character is only able to 
  harvest half of the items. 
  Harvesting Check DC = 10 + monster CR 
  (not lower than 10 and not higher than 30)
  If the character fails the check by 5 or more, a 
  mishap occurs during the harvesting process. 
  This could be anything from piercing a gland 
  of acid to an environmental accident, such as a 
  rock slide covering the creature. Regardless of 
  the nature of the mishap, all loot is lost. 
  Remember that two characters can help 
  one another harvest a creature. This means 
  that one of them gains advantage on their 
  roll, thereby increasing their chances of 
  successfully looting the monster. 
  
  5
  Tool Check
  Without the necessary tools, the characters 
  might be unable to fully harvest the monster 
  in question. The set of tools needed, if any, 
  to harvest the creature is up to the DM and 
  can vary from monster to monster. Weapons 
  and armor can simply be picked up from the 
  ground, while organs and hide need more 
  finesse to obtain. 
  Alternatively, the DM can introduce the idea 
  of harvester’s tools, a type of artisan’s tools 
  that are required when harvesting certain 
  resources from a creature, such as hide 
  and organs. The harvester’s tools come in a 
  leather satchel that can be rolled out for easy 
  use while in the field. The tool set includes a 
  bonesaw, a thinly bladed knife, a whetstone, a 
  scraper, and a mincing blade. The price for a 
  set of harvester’s tools is 30 gp. 
  Harvest Time
  The size of the creature being harvested can 
  heavily impact how long it takes to completely 
  loot the monster. If the adventurers are 
  unwilling to harvest for the entire duration, or 
  they are somehow interrupted, they only get a 
  portion of the loot. The amount of loot they get 
  in such a situation varies and is decided by the 
  DM. 
  Time Spend Harvesting
  Monster Size
  Time to Fully Harvest
  Tiny
  Less than ½ hour
  Small
  ½ hour
  Medium
  1 hour
  Large
  2 hours
  Huge
  4 hours
  Gargantuan
  8+ hours
  Time of Death
  The amount of loot available on a creature 
  can vary depending on time since death. If the 
  characters just killed it, all the loot is available 
  to them if they wish to harvest the creature. 
  This is not the case if they stumble upon a 
  carcass that has been rotting away in the wild 
  for several weeks. 
  The DM should estimate the amount of loot 
  left on a monster if the party stumbles upon a 
  dead creature. In most cases, it is impossible 
  to harvest food from creatures entering a state 
  of decay. There are exceptions to this, such 
  as a character using the spell purify food and 
  water on the carcass, which might cleanse the 
  flesh enough that rations can be harvested. 
  Types of Loot
  Some creatures are able to use armor and 
  weapons, but they don’t always take the 
  best care of them. If an item has the broken 
  descriptor, the item was damaged prior 
  to fighting or during the fight in which the 
  creature died. A broken item does not function 
  until it has been repaired by an artisan or by a 
  creature with proficiency in the required set of 
  tools. To repair the item, the characters must 
  pay half of the cost of the item. For instance, 
  a broken glaive with an initial cost of 20 gp 
  would cost 10 gp to repair. 
  Other items, such as blood or other liquids, 
  are harvested in vials. This means that, unless 
  a character has some sort of container to 
  gather the item, they cannot harvest it from 
  the creature. A single vial holds four ounces 
  of liquid. If items like dust or ash can be 
  harvested, these also need to be stored in 
  some sort of container if the characters wish to 
  bring it with them. 
  Some creatures, like beasts and 
  monstrosities, might yield rations. This refers 
  to harvesting meat from the creature that can 
  be eaten as a day’s ration. Whether or not this 
  meat needs to be cooked before it is edible 
  and how long it lasts before it turns rancid is 
  determined by the DM. Most meat starts to go 
  bad after 1-2 days, if not cooked or cured. 
  Certain creatures have items that can be 
  used as an additional material component 
  for spellcasters. The use of these components 
  must be declared before any saving throws or 
  attack rolls are made because of the spell in 
  question. When the item is used in this way, it 
  is consumed in the process of casting the spell 
  and cannot be reused. 
  
  6
  The same is the case for items 
  that need to be consumed by a 
  character. As an action, these 
  items are eaten or drunk to 
  gain their benefits and cannot 
  be reused. To consume these 
  items, they first need to be 
  treated using a specific tool set. 
  The consumable can be turned 
  into a potion using alchemist’s 
  supplies, cooked using cook’s 
  utensils, or distilled into a type of 
  alcohol using brewer’s supplies. 
  Creating one consumable 
  takes an hour and the DC 
  for creating the finished 
  consumable is equal to 5 + 
  monster CR (not lower than 
  10 and not higher than 30). Consuming the 
  item before it has been treated results in the 
  character having to make a DC 15 Constitution 
  saving throw. If they fail, the character spends 
  their next turn incapacitated as they start 
  throwing up. Whether they succeed or fail, they 
  gain no benefit from consuming the item. 
  Some things, such as teeth and hide, need 
  to be crafted before they can be used. To craft 
  an item from harvested monster parts, the 
  materials need to be taken to an artisan who 
  knows how to craft magic items. Items that can 
  be crafted have a cost in gold pieces attached 
  to them. This cost represents the purchasing 
  of additional materials needed for the crafting 
  process and also the the hired artisan’s time 
  working on the item. The amount of time it 
  would take the trained artisan to craft the item 
  is also noted. If an item has been crafted in this 
  way, it is considered magical for the purpose 
  of overcoming resistances and immunities. 
  The cost and designated time allotted to these 
  items should be seen as a suggestions and can 
  be changed to fit the nature of the game being 
  played. 
  An exception to this is when a character is 
  using monster loot to make ammunition, such 
  as arrows and crossbow bolts. When making 
  ammunition, the character only needs to have 
  proficiency in the weapon the ammunition is 
  for to successfully make the item. It takes 10 
  minutes to make one piece of ammunition.  
  
  7
  Daelkyr
  Belashyrra
  • 
  1d2 Daelkyr Eyes. When consumed, you 
  gain truesight out to a range of 60 feet 
  for one hour. 
  • 
  1d10 Daelkyr Fingers. As a bonus action, 
  you can break this finger and teleport up 
  to 30 feet to an unoccupied spot you can 
  see. 
  • 
  1 Daelkyr Mind. Can be crafted into 
  a helm (1000 gp, 30 days). Requires 
  attunement. While wearing this helm, 
  any creature that attempts to read your 
  thoughts or deal psychic damage to you 
  must succeed on a DC 20 Intelligence 
  saving throw or be stunned for one 
  minute. The stunned creature can repeat 
  the saving throw at the end of each of 
  its turns, ending the effect on itself on a 
  success. 
  • 
  2d12 Eyes of Belashyrra. When 
  consumed, you can use your action to 
  see through the eyes of any creature 
  within 120 feet of you. This effect lasts 
  for one hour. 
  • 
  1 Tongue of Belashyrra. Can be crafted 
  into a wand (1500 gp, 45 days). Requires 
  attunement. Once per day, you can point 
  this wand at a creature within 60 feet 
  of you and force it to make a DC 20 
  Wisdom saving throw. On a failed save, 
  the creature takes 4d10 psychic damage 
  and must immediately use its reaction 
  to move as far as its speed allows away 
  from you. 
  • 
  2d8 Vials of Daelkyr Essence. When 
  consumed, you regain 1d4 hit points at 
  the end of each of your turns for the next 
  minute. 
  • 
  1d10 Vials of Reality Strands. Can 
  be used as an additional material 
  component when casting spells that 
  deal force damage. When used in this 
  way, you deal an additional 2d12 force 
  damage and the target must succeed 
  on a DC 20 Constitution saving throw if 
  affected by your spell. On a failed save, 
  the target gains one level of exhaustion.   
  Dyrrn
  • 
  1d2 Daelkyr Eyes. When consumed, you 
  gain truesight out to a range of 60 feet 
  for one hour. 
  • 
  1d10 Daelkyr Fingers. As a bonus action, 
  you can break this finger and teleport up 
  to 30 feet to an unoccupied spot you can 
  see. 
  • 
  1 Daelkyr Mind. Can be crafted into 
  a helm (1000 gp, 30 days). Requires 
  attunement. While wearing this helm, 
  any creature that attempts to read your 
  thoughts or deal psychic damage to you 
  must succeed on a DC 20 Intelligence 
  saving throw or be stunned for one 
  minute. The stunned creature can repeat 
  the saving throw at the end of each of 
  its turns, ending the effect on itself on a 
  success. 
  • 
  1d4 Dead Intellect Devourers. The loot 
  gained from an intellect devourer has 
  been written below for easy reference, 
  even though it’s stat block doesn’t appear 
  in Eberron: Rising from the Last War. 
  • 
  1d2 Tentacles of Dyrrn. Can be crafted 
  into a whip (1000 gp, 30 days). This 
  whip has a reach of 15 feet. When you 
  hit a Medium or smaller creature with 
  this whip it is grappled (escape DC 19). 
  When a creature is grappled in this way, 
  _____________________________
  MONSTERS
  _____________________________
  
  8
  you can use your reaction to pull it into 
  an unoccupied space within 5 feet of you. 
  You can’t use this whip on another target 
  until the grapple ends. 
  • 
  2d12 Vials of Daelkyr Essence. When 
  consumed, you regain 1d4 hit points at 
  the end of each of your turns for the next 
  minute. 
  • 
  3d10 Vials of Corruption Gel. Can 
  be used as an additional material 
  component when casting spells that 
  deal necrotic damage. When used in this 
  way, you deal an additional 2d6 necrotic 
  damage when you cast the spell.   
  Intellect Devourer
  • 
  1d4 Intellect Devourer Brain Chunks. 
  When consumed, you can sense the 
  presence and location of any creature 
  within 300 feet of you that has an 
  intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature 
  is protected by a mind blank spell. This 
  effect lasts for 10 minutes. 
  • 
  1d2 Vials of Intellect Devourer Blood. 
  When consumed, your Intelligence score 
  increases by 1d4 to a maximum of 20 for 
  one hour. 
  Dinosaurs
  Clawfoot
  • 
  1 Clawfoot Hide. Can be crafted into 
  leather armor (10 gp, 2 days). 
  • 
  1d6 Rations. 
  Fastieth
  • 
  1 Fastieth Hide. Can be crafted into 
  leather armor (10 gp, 2 days). 
  • 
  1d6 Rations. 
  Dolgaunt
  • 
  2d12 Dolgaunt Teeth. One tooth can 
  be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these teeth 
  deal an additional 1d8 necrotic damage. 
  If you hit a creature with this piece of 
  ammunition, you regain a number of hit 
  points equal to half the necrotic damage 
  dealt. After the ammunition has been 
  fired, it loses this property. 
  • 
  1d2 Dolgaunt Tentacles. Can be crafted 
  into a whip (2 gp, 1 day). 
  Dolgrim
  • 
  1 Broken Hand Crossbow.
  • 
  1 Broken Morningstar. 
  • 
  1 Broken Shield. 
  • 
  2d6 Crossbow Bolts. 
  • 
  1d2 Dolgrim Brain Chunks. When 
  consumed, you have advantage on saving 
  throws against being blinded, charmed, 
  deafened, frightened, stunned, and 
  knocked unconscious for one minute. 
  • 
  1d4 Spears. 
  Dusk Hag
  • 
  1d2 Dusk Hag Hands. Requires 
  attunement. Can be used as an arcane 
  focus.  Once per day each, you can cast 
  the spells detect magic, disguise self, 
  and hypnotic pattern. Charisma is your 
  spellcasting ability for these spells. 
  • 
  1d10 Vials of Dream Sand. When 
  consumed, you feel calm and at ease. 
  When you finish your next long rest, you 
  wake up with 2d6 additional hit points. 
  These additional hit points last for 8 
  hours. 
  • 
  1d8 Vials of Nightmare Fuel. When 
  consumed, you begin to feel strangely 
  and when you fall asleep you have 
  terrible nightmares. You gain no benefit 
  from your rest and your hit point 
  maximum is reduced by 1d10. If this 
  effect reduces your hit point maximum 
  to 0, you die. The effect can only be 
  removed by using the protection from 
  good and evil or lesser restoration spells.  
  
  9
  Homunculi
  Expeditious Messenger
  • 
  1d4 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d4 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  Iron Defender
  • 
  1d8 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d8 Magical Pebbles. One pebble can be 
  used as ammunition for a sling. These 
  pebbles acts as +1 ammunition.
  Inspired
  • 
  1d2 Crysteel Daggers. Requires 
  attunement. This dagger deals an 
  additional 1d6 force damage on a hit. 
  Karrnathi Undead Soldier
  • 
  3d6 Arrows. 
  • 
  1 Broken Half-Plate Armor (size 
  Medium).
  • 
  1 Broken Longbow. 
  • 
  1 Broken Longsword.
  Lady Ilmarrow
  • 
  1d2 Hands of Illmarrow. Requires 
  attunement. Can be used as an arcane 
  focus. You know the ray of frost and fire 
  bolt cantrips, but only when you are 
  holding onto the hand. Charisma is your 
  spellcasting ability for these cantrips. 
  • 
  5d12 Lich Bones. Can be used as an 
  additional material component when 
  casting spells that deal necrotic damage. 
  When used in this way, you deal an 
  additional 1d6 necrotic damage when 
  you cast the spell. 
  • 
  1d2 Lich Eyes. Can be crafted into a 
  wand of fear (DMG p. 210) (2000 gp, 30 
  days). 
  • 
  1 Spellbook. It has in it the following 
  spells: animate dead, cloudkill, 
  incendiary cloud, magic missile, 
  polymorph. 
  Living Spell
  Living Burning Hands (or Other)
  • 
  1d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d4 Vials of Spell Essence. As an action, 
  the essence can be used to coat one 
  slashing or piercing weapon, or up to 
  three pieces of ammunition. A creature 
  hit by the weapon or ammunition must 
  make a DC 13 Constitution saving throw 
  or take 1d6 damage on a failed save and 
  half as much damage on a successful 
  one. The type of damage dealt changes 
  depending on the type of living spell. 
  Once applied, the essence retains its 
  potency for one minute before drying. 
  Living Lightning Bolt (or Other)
  • 
  3d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d4 Vials of Spell Essence. As an action, 
  the essence can be used to coat one 
  slashing or piercing weapon, or up to 
  three pieces of ammunition. A creature 
  hit by the weapon or ammunition must 
  
  10
  make a DC 15 Constitution saving throw 
  or take 3d6 damage on a failed save and 
  half as much damage on a successful 
  one. The type of damage dealt changes 
  depending on the type of living spell. 
  Once applied, the essence retains its 
  potency for one minute before drying. 
  Living Cloudkill (or Other)
  • 
  6d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  1d4 Vials of Spell Essence. As an action, 
  the essence can be used to coat one 
  slashing or piercing weapon, or up to 
  three pieces of ammunition. A creature 
  hit by the weapon or ammunition must 
  make a DC 16 Constitution saving throw 
  or take 5d6 damage on a failed save and 
  half as much damage on a successful 
  one. The type of damage dealt changes 
  depending on the type of living spell. 
  Once applied, the essence retains its 
  potency for one minute before drying. 
  The Lord of Blades
  • 
  1 Adamantine Sixblade. Requires 
  attunement. This functions as a martial 
  weapon that deals 2d6 slashing damage 
  plus an additional 1d6 force damage on a 
  hit. The sixblade is made of adamantium, 
  meaning a successful hit against an 
  object becomes a critical hit. 
  • 
  1 Set of Bladed Wings. Requires 
  attunement by a creature with a Strength 
  score of at least 18. While wearing the 
  bladed wings, you can use an attack 
  action to make a melee attack using 
  the wings. Alternatively, you can use an 
  attack action to make a ranged attack 
  using the wings. The wings have a reach 
  of 5 feet when used for a melee attack 
  and a range of 20/60 when used for a 
  ranged attack. Regardless of the type 
  of attack, the wings deal 1d6 slashing 
  damage on a hit. 
  Mordakhesh
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Plate Armor (size Medium).
  • 
  1d10 Claws of Mordakhesh. One claw 
  can be used as the tip on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these claws put 
  a magical curse on the target they hit. 
  The magical curse takes effect whenever 
  the target takes a short or long rest, 
  filling the target’s thoughts with horrible 
  images and dreams. The cursed target 
  gains no benefit from finishing a short or 
  long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic. 
  After the ammunition has been fired, it 
  loses this property. 
  • 
  1d2 Hands of Mordakhesh. Requires 
  attunement by a spellcaster. Can be used 
  as an arcane focus. You may cast each 
  of the spells detect thoughts, banishing 
  smite, staggering smite, and suggestion 
  once per day. You use your own 
  spellcasting ability and spell save DC 
  when casting these spells, and any spent 
  uses recharge every day at dawn. 
  • 
  1 Heart of Mordakhesh. When 
  consumed, you gain the benefits of the 
  true seeing spell for one hour. 
  • 
  1 Hide of Mordakhesh. Can be crafted 
  into a blanket (200 gp, 7 days). If you are 
  taking a long rest under this blanket, you 
  can't be affected or detected by spells of 
  6th level or lower unless you wish to be. 
  Overlords
  Rak Tulkhesh
  • 
  1 Hide of Rak Tulkhesh. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. Two sets of armor can 
  be crafted from this hide. 
  • 
  1d2 Overlord Eyes. When consumed, you 
  gain truesight out to a range of 60 feet 
  for one hour. 
  
  11
  • 
  1 Overlord Heart. When consumed, you 
  can cast the detect thoughts spell at will. 
  Charisma is your spellcasting ability for 
  this spell.
  • 
  1d4 Spawned Melee Weapons of 
  Banishing. While holding this random 
  melee weapon, you can cast the spell 
  banishing smite once per day using the 
  weapon. Charisma is your spellcasting 
  ability for this spell.
  • 
  1d10 Spawned Melee Weapons of 
  Blindness. While holding this random 
  melee weapon, you can cast the spell 
  blinding smite once per day using the 
  weapon. Charisma is your spellcasting 
  ability for this spell. 
  • 
  1d10 Spawned Melee Weapons of 
  Staggering. While holding this random 
  melee weapon, you can cast the spell 
  staggering smite once per day using the 
  weapon. Charisma is your spellcasting 
  ability for this spell. 
  • 
  1d4 Spawned Ranged Weapons of 
  Banishing. While holding this random 
  ranged weapon, you can cast the spell 
  banishing smite once per day using the 
  weapon. Charisma is your spellcasting 
  ability for this spell. 
  • 
  1d2 Wings of Rak Tulkhesh. One wing 
  can be crafted into a carpet of flying 
  (DMG p. 157) (10,000 gp, 150 days). The 
  size of the carpet is chosen by the artisan 
  when it is crafted. 
  • 
  1d8 Vials of Overlord Saliva. When 
  consumed, you can speak and 
  understand all languages for one hour. 
  During this time, you also have telepathy 
  out to a range of 60 feet. 
  Sul Khatesh
  • 
  1 Hide of Sul Khatesh. Can be crafted 
  into a set of light armor (4000 gp, 90 
  days). Requires attunement. This armor 
  grants resistance to cold, fire, and 
  lightning damage. 
  • 
  1 Magic Staff. This magic quarterstaff 
  deals 2d12 force damage on a hit instead 
  of the usual bludgeoning damage. 
  • 
  1d4 Orbs of Arcane Power. This orb is 
  highly unstable. A creature takes 2d12 
  force damage if they touch it and at the 
  start of each of their following turns if 
  they keep touching the orb. As an action, 
  you can throw this orv up to 30 feet 
  away where the unstable arcane energy 
  explodes. Each creature within 15 feet of 
  where the orb landed must succeed on 
  a DC 25 Dexterity saving throw, taking 
  11d12 force damage on a failed save or 
  half as much damage on a successful 
  one. Once it has exploded, the area of the 
  arcane burst then acts as an antimagic 
  field for one hour. The orb is unstable 
  and explodes 3d6 hours after being 
  harvested, regardless of if it was thrown 
  or not. 
  • 
  3d10 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result. 
  • 
  1d2 Overlord Eyes. When consumed, you 
  gain truesight out to a range of 60 feet 
  for one hour. 
  • 
  1 Overlord Heart. When consumed, you 
  can cast the detect thoughts spell at will. 
  Charisma is your spellcasting ability for 
  this spell.
  • 
  1 Scroll of Foresight. 
  • 
  1 Scroll of Teleport.
  • 
  1 Tongue of Sul Khatesh. When 
  consumed, you can cast the spells 
  counterspell, eyebite, and lightning bolt 
  assuming you have spellslots of the 
  appropriate level for the spells. You learn 
  the spells even if they aren’t on your 
  class’s list of spells and you use your own 
  spellcasting ability when casting these 
  spells. 
  
  12
  • 
  2d8 Vials of Overlord Saliva. When 
  consumed, you can speak and 
  understand all languages for one hour. 
  During this time, you also have telepathy 
  out to a range of 60 feet. 
  Quori
  Hashalaq Quori
  • 
  2d6 Hashalaq Quori Corpus Strands. As 
  an action, one strand can be wrapped 
  around one melee weapon, or one piece 
  of ammunition. A creature hit with the 
  weapon wrapped in the strand takes an 
  additional 1d10 force damage. Once 
  wrapped, the strand remains effective for 
  one minute before breaking. 
  • 
  1 Hashalaq Quori Heart. Can be crafted 
  into an amulet (1500 gp, 45 days). 
  Requires attunement. This amulet has 
  three charges. While wearing this amulet 
  and you take damage from a creature 
  you can see within 60 feet of you, you 
  can use your reaction and one charge 
  to force that creature to make a DC 16 
  Intelligence saving throw. On a failed 
  save, the creature takes 2d10 psychic 
  damage. The amulet regains all charges 
  each day at dawn. 
  • 
  1d6 Quori Brain Chunks. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  • 
  1d10 Vials of Quori Mind Fluid. When 
  consumed, any spells you know can be 
  cast psionically for the next 10 minutes. 
  Kalaraq Quori
  • 
  1 Kalaraq Quori Heart. Can be crafted 
  into an amulet (1500 gp, 45 days). 
  Requires attunement. While wearing 
  this amulet, you can use an action to 
  create a swarm of spectral eyes that fills 
  a 15-foot-sphere centered on a point 
  you can see within 60 feet of you. Each 
  creature in that area must make a DC 
  19 Wisdom saving throw. On a failure, a 
  creature takes 8d8 psychic damage, and 
  it is blinded for 1 minute. On a success, 
  a creature takes half as much damage 
  and isn’t blinded. A blinded creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. Once you have used 
  the amulet in this way, you can’t do so 
  again until the next dawn. 
  • 
  2d8 Quori Brain Chunks. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  • 
  2d12 Vials of Quori Mind Fluid. When 
  consumed, any spells you know can be 
  cast psionically for the next 10 minutes. 
  Tsucora Quori
  • 
  1 Tsucora Quori Stinger. Can be crafted 
  into a longsword (400 gp, 10 days). This 
  weapon deals an additional 1d6 psychic 
  damage on a hit. 
  • 
  1d4 Quori Brain Chunks. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  • 
  1d6 Vials of Quori Mind Fluid. When 
  consumed, any spells you know can be 
  cast psionically for the next 10 minutes. 
  Radiant Idol
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  8 hours. 
  • 
  2d4 Celestial Feathers. Two feathers can 
  be used as fletching on an arrow or a 
  crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  deal an additional 1d8 radiant damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1d2 Idol Eyes. When consumed, you gain 
  darkvision out to a range of 120 feet for 
  one hour. 
  • 
  1 Idol Heart. As an action, you can 
  crush this heart and cast the spell raise 
  dead without expending a spell slot or 
  providing material components. 
  • 
  2d10 Vials of False Divine Essence. As 
  an action, you can throw this vial up to 
  30 feet away where it shatters in a bloom 
  
  13
  of golden light. All creatures standing 
  within 15 feet of where the vial landed 
  must succeed on a DC 16 Wisdom 
  saving throw or be charmed by you. A 
  creature charmed in this way can repeat 
  the saving throw at the end of each its 
  turns, ending the effect on itself on a 
  success. Once it succeeds on the saving 
  throw, a creature is immune to the false 
  divine essence for 24 hours. 
  Rakshasa
  Zakya Rakshasa
  • 
  1 Broken Scale Mail (size Medium).
  • 
  1 Broken Shield.
  • 
  1d4 Magic Javelins.
  • 
  1 Magic Longsword. 
  • 
  1d2 Zakya Hands. Requires attunement 
  by a spellcaster. Can be used as an 
  arcane focus. You may cast each of the 
  spells detect thoughts and shield once 
  per day. You use your own spellcasting 
  ability and spell save DC when casting 
  these spells, and any spent uses recharge 
  every day at dawn. 
  Undying 
  Undying Councilor
  • 
  2d6 Strips of Undying Councilor Flesh. 
  Can be used as an additional material 
  component when casting spells that 
  restore hit points. When used in this way, 
  your spell restores the maximum amount 
  of hit points possible. 
  • 
  1d10 Undying Councilor Fingers. 
  Can be used as an additional material 
  component when casting spells that 
  deal radiant damage. When used in this 
  way, you deal an additional 2d6 radiant 
  damage with the spell. 
  • 
  1 Undying Councilor’s Heart. When 
  consumed, you are filled with radiance. 
  For the next hour, you shed a bright light 
  in a 15-foot radius and dim light for an 
  additional 15 feet. You can extinguish 
  or restore this light as a bonus action. 
  If the bright light overlaps with an area 
  of darkness created by a spell or 3rd 
  level or lower, the spell that created that 
  darkness is dispelled. 
  Undying Soldier
  • 
  1 Broken Breastplate (size Medium).
  • 
  1 Broken Shield. 
  • 
  1d4 Broken Spears. 
  • 
  1 Undying Soldier Heart. When 
  consumed, you shed bright light in 
  a 10-foot radius and dim light for an 
  additional 10 feet. You can extinguish or 
  restore this light as a bonus action. 
  Valenar Animals 
  Valenar Hawk
  • 
  1d2 Ounces of Fey Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn. 
  Valenar Hound
  • 
  1d4 Ounces of Fey Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn. 
  Valenar Steed
  • 
  1d4 Ounces of Fey Dust. As an action, 
  you can blow this dust into the face of a 
  creature standing within 5 feet of you. 
  The creature must succeed on a DC 
  10 Wisdom saving throw or become 
  confused as with the confusion spell until 
  the end of their next turn. 
  
  14
  Warforged Colossus
  • 
  10d6 Ounces of Arcane Dust. Can 
  be used as an additional material 
  component when casting spells that deal 
  damage. When used in this way, you can 
  choose to reroll one of the rolled damage 
  dice and must keep the second result. 
  • 
  12d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or effect that would alter your form 
  for one hour. 
  • 
  3d12 Vials of Incineration Beam Fuel. 
  This fuel glows in the dark, shedding 
  bright light in a 10-foot radius and dim 
  light for an additional 10 feet if not 
  covered. As an action, the fuel can be 
  applied to a weapon made of metal and 
  imbue it with radiant power. For one 
  minute, when the hits a target it deals an 
  additional 1d6 radiant damage. The fuel 
  then dries and loses its potency. 
  Warforged Titan
  • 
  5d6 Ounces of Arcane Dust. Can be used 
  as an additional material component 
  when casting spells that deal damage. 
  When used in this way, you can choose to 
  reroll one of the rolled damage dice and 
  must keep the second result. 
  • 
  6d6 Vials of Golem Grease. When 
  consumed, you become immune to any 
  spell or effect that would alter your form 
  for one hour. 
  
  15
  Bone Knight
  • 
  3d6 Arrows. 
  • 
  1 Broken Greatsword.
  • 
  1 Broken Longbow. 
  • 
  1 Broken Bonecraft Armor. Can be 
  repaired for 1500 gp, after which it 
  functions as a set of heavy armor with 
  an AC of 20. You must have a Strength 
  score of at least 18 to wear this armor. 
  Changeling 
  • 
  1d2 Broken Daggers. 
  • 
  1 Broken Leather Armor (size Medium). 
  Kalashtar 
  • 
  1d2 Broken Daggers. 
  Magewright 
  • 
  1d2 Broken Daggers. 
  Shifter
  • 
  1 Broken Leather Armor (size Medium). 
  • 
  1 Broken Shortsword.  
  Tarkanan Assassin
  • 
  1d2 Broken Shortswords.
  • 
  1 Broken Studded Leather Armor. 
  Warforged Soldier
  • 
  1 Broken Armblade. Can be crafted into 
  a shortsword (10 gp, 2 days). 
  • 
  1 Broken Shield. 
  • 
  1d6 Javelins. 
  _____________________________
  GENERIC NPCS
  _____________________________
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Anne Gregersen/Anne Gregersen - Monster Loot, Eberron Rising from the Last War.pdf