TEXT: 1
  
  2
  Credits
  Design, Writing, and Layout: Anne Gregersen
  Editing (Introduction): Adam Hancock
  Cover Graphic & Design: Anne Gregersen
  Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen,  
  Louis Flindt Rask, Oskar Sandkvist, & 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 2020 by Anne Gregersen and 
  published under the Community Content Agreement for Dungeon Masters Guild.
  Also by Anne Gregersen
  
  3
  How To Use This Book?
  Killing Humanoid Enemies 
  5
  Harvesting Checks 
  5
  Harvest Time 
  6
  Time of Death 
  6
  Types of Loot 
  6
  Bestiary
  Angels 
  8
  Battleforce Angel 
  8
  Firemane Angel 
  8
  Deathpact Angel 
  8
  Archon of the Triumvirate 
  9
  Arclight Phoenix 
  9
  Conclave Dryad 
  9
  Demons 
  10
  Cackler 
  10
  Master of Cruelties 
  10
  Sire of Insanity 
  10
  Devkarin Lich 
  10
  Felidar 
  11
  Giants 
  11
  Bloodfray Giant 
  11
  Guardian Giant 
  11
  Orzhov Giant 
  11
  Sunder Shaman 
  11
  Horrors 
  12
  Flying Horror 
  12
  Shadow Horror 
  12
  Skittering Horror 
  12
  Indentured Spirit 
  12
  Izzet Weirds 
  12
  Blistercoil Weird 
  12
  Fluxcharger 
  12
  Galvanice Weird 
  12
  Krasis 
  13
  Category 1 Krasis 
  13
  Category 2 Krasis 
  13
  Category 3 Krasis 
  14
  Kraul 
  14
  Kraul Warrior 
  14
  Kraul Death Priest 
  14
  Nightveil Specter 
  14
  Gloamwing 
  14
  Nivix Cyclops 
  15
  Simic Hybrids 
  15
  Hybrid Brute 
  15
  Hybrid Flier 
  15
  Hybrid Poisoner 
  15
  Hybrid Shocker 
  15
  Hybrid Spy 
  15
  Skyjek Roc 
  15
  Skyswimmer 
  15
  Thrulls 
  15
  Servitor Thrull 
  15
  Winged Thrull 
  16
  Undercity Medusa 
  16
  Vampires 
  16
  Blood Drinker Vampire 
  16
  Mind Drinker Vampire 
  16
  Wurm 
  17
  Table of Contents
  
  4
  NPCs by Guild
  Soldier 
  18
  Azorius NPCs 
  18
  Isperia 
  18
  Lawmage 
  18
  Precognitive Mage 
  18
  Boros NPCs 
  18
  Aurelia 
  18
  Firefist 
  19
  Frontline Medic 
  19
  Reckoner 
  19
  Dimir NPCs 
  19
  Lazav 
  19
  Mind Mage 
  19
  Thought Spy 
  19
  Golgari NPCs 
  19
  Jarad Vod Savo 
  19
  Golgari Shaman 
  20
  Gruul NPCs 
  20
  Borborygmos 
  20
  Anarch 
  20
  Druid of the Old Ways 
  20
  Rubblebelt Stalker 
  20
  Izzet NPCs 
  20
  Niv-Mizzet 
  20
  Cosmotronic Blastseeker 
  21
  Counterflux Blastseeker 
  21
  Flux Blastseeker 
  21
  Galvanic Blastseeker 
  21
  Scorchbringer Guard 
  21
  Orzhov NPCs 
  21
  Obzedat Ghost 
  21
  Rakdos NPCs 
  22
  Rakdos 
  22
  Blood Witch 
  22
  Rakdos Lampooner 
  22
  Rakdos Performer 
  22
  Selesnya NPCs 
  22
  Trostani 
  22
  Horncaller 
  22
  Simic NPCs 
  23
  Zegana 
  23
  Biomancer 
  23
  
  5
  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. 
  
  6
  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. 
  
  7
  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.  
  
  8
  _____________________________
  BESTIARY
  _____________________________
  an additional 1d8 radiant damage on a 
  hit. The greatsword deals an additional 
  1d8 radiant damage if the targeted 
  creature is a fiend or undead. 
  • 
  1d3 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing.
  • 
  1d8 Vials of Fire Essence. This liquid 
  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 essence can be applied to 
  a weapon made of metal and imbue it 
  with magical fire. For one minute, when 
  the weapon hits a target it deals an 
  additional 1d6 fire damage. The essence 
  then evaporates. 
  Deathpact Angel
  • 
  2d8 Corrupt 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 necrotic damage 
  on a hit. After the ammunition has been 
  fired, it loses this property. 
  • 
  1 Deathpact Scythe. The scythe 
  functions as a martial melee weapon 
  that deals 2d4 slashing damage on a hit 
  and has the reach property. Requires 
  attunement by a creature with an evil 
  alignment. This is a magical scythe 
  which deals an additional 1d8 necrotic 
  damage on a hit. 
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  1d4 Vials of Corrupted Angel Blood. 
  When consumed, this functions as a 
  potion of poison.
  Angels
  Battleforce Angel
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1d8 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. 
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  1 Holy Longsword. Requires attunement 
  by a creature with a good alignment. 
  This is a magical longsword which deals 
  an additional 1d8 radiant damage on a 
  hit. The greatsword deals an additional 
  1d8 radiant damage if the targeted 
  creature is a fiend or undead. 
  • 
  1 Vial of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing.
  Firemane Angel
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1d10 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. 
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  1 Holy Longsword. Requires attunement 
  by a creature with a good alignment. 
  This is a magical longsword which deals 
  
  9
  Archon of the Triumvirate
  • 
  1 Broken Plate Armor (size Medium). 
  • 
  1d2 Eyes of the Archon. As an action, 
  you can crush the eye and force each 
  creature that can see you within 120 
  feet to make a DC 18 Wisdom saving 
  throw. On a failed save, the creature 
  drops any weapons it is holding, ends 
  its concentration on any spells or other 
  effects, and becomes charmed by you 
  for one minute. The charmed creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success. 
  • 
  1 Hammer of Justice. This hammer 
  functions as a martial melee weapon 
  that deals 2d6 bludgeoning damage on 
  a hit. Requires attunement by a creature 
  with a good alignment. This is a magical 
  hammer which deals an additional 1d8 
  force damage on a hit. 
  • 
  1d12 Locks of Archon Hair. Can 
  be used as an additional material 
  component when casting the calm 
  emotions, command, and compelled 
  duel spells. When used in this way, you 
  do not expend a spell slot when you 
  cast the spell. 
  • 
  2d8 Vials of Archon Blood. When 
  consumed, you can target a creature you 
  can see within 120 feet of you. When you 
  do, you can determine which laws that 
  creature has broken in the last 24 hours. 
  Arclight Phoenix
  • 
  3d12 Vials of Lightning Essence. This 
  essence crackles and glows in the 
  dark, shedding bright light in a 10-foot 
  radius and dim light for an additional 
  10 feet if not covered. Can be used as 
  an additional material component when 
  casting spells that deal lightning damage. 
  When used in this way, you deal an 
  additional 1d8 lightning damage when 
  you cast the spell.  
  • 
  1 Arclight Phoenix Egg. The egg is Tiny, 
  warm, and has a mizzium shell. The egg 
  contains the embryo of a new arclight 
  phoenix. It hatches when it is in the area 
  of a spell that deals lightning damage, 
  or if a creature touches the egg and 
  expends spell slots whose combined 
  levels equal 13 or more. When it hatches, 
  the egg releases a new arclight phoenix 
  that appears in the egg’s space.
  Conclave Dryad
  • 
  3d6 Arrows. 
  • 
  1 Broken Longbow. 
  • 
  1 Conclave Dryad Heart. Can be used as 
  an additional material component when 
  casting spells that attempt to charm a 
  creature. When used in this way, the 
  targeted creature has disadvantage on 
  the saving throw against being charmed. 
  • 
  4d8 Dryad Leaves. When consumed, you 
  regain 1d4 hit points. 
  • 
  1 Dryad Tongue. When consumed, you 
  can communicate with beasts and plants 
  as if you shared a language for one hour. 
  • 
  1d6 Ounces of Fey Dust. As an action, 
  you can blow this ounce of 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.  
  • 
  1 Vine Staff. This functions as a 
  martial melee weapon that deals 2d6 
  bludgeoning damage on a hit. This 
  staff has 3 charges and it regains 1d2 
  charges each day at dawn. When you 
  hit a creature with this staff, you can 
  expend a charge and force the creature 
  to make a DC 17 Dexterity saving throw. 
  On a failed save, the creature becomes 
  restrained by twisting vines for one 
  minute. A creature restrained in this 
  way can use an action to make a DC 
  17 Strength (Athletics) or Dexterity 
  (Acrobatics) check, ending the effect on 
  itself on a success. 
  
  10
  Demons
  Cackler
  • 
  1 Broken Spiked Chain. This weapon, 
  when repaired, functions as a simple 
  melee weapon that deals 1d6 slashing 
  damage on a hit. It costs 15 gp to 
  repair the weapon.
  • 
  1d4 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Master of Cruelties
  • 
  1 Broken Plate Armor (size Large).
  • 
  1 Broken Greatspear of Cruelties. This 
  weapon, when repaired, functions as 
  a martial melee weapon that deals 
  2d6 piercing damage plus 1d8 psychic 
  damage on a hit. The greatspear has a 
  throwing range of 20/60. It costs 200 gp 
  to repair the weapon.
  • 
  1d4 Master of Cruelties Horns. Two 
  horns can be crafted into a helm (1500 
  gp, 30 days). Requires attunement. While 
  you are wearing the helm, you can use an 
  action to activate or deactivate an aura 
  of blood lust. When any other creature 
  than you starts its turn within 20 feet 
  of you, that creature must succeed on a 
  DC 15 Wisdom saving throw, or it must 
  immediately take the Attack action, 
  making one melee attack against a 
  random creature within range, throwing 
  its weapon if necessary. 
  • 
  If four horns are used to make this helm, 
  the cost goes up by 500 gp and it takes 
  another 10 days to craft. In addition, 
  whenever a creature within 30 feet of 
  you dies, you gain 10 temporary hit 
  points and you have advantage on the 
  next attack roll, ability check, or saving 
  throw you make before the end of your 
  next turn. The aura of blood lust does not 
  need to be active for this to take effect. 
  • 
  1d8 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Sire of Insanity
  • 
  1d4 Sire of Insanity Horns. Two horns 
  can be crafted into a helm (1500 gp, 
  30 days). Requires attunement. While 
  you are wearing the helm, you can use 
  an action to activate or deactivate an 
  aura of mind erosion. When any other 
  creature than you starts its turn within 
  20 feet of you, that creature must 
  succeed on a DC 16 Wisdom saving 
  throw. On a successful save, the creature 
  is immune to this aura for the next 24 
  hours. On a failed save, the creature has 
  disadvantage on Wisdom and Charisma 
  checks and Wisdom and Charisma saves 
  for one minute. 
  • 
  1d4 Sire of Sanity Claws. Can be crafted 
  into a dagger (400 gp, 14 days). This 
  weapon deals an additional 1d8 psychic 
  damage on a hit. 
  • 
  2d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Devkarin Lich
  • 
  4d10 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).
  • 
  1d2 Lich Hands. Requires attunement. 
  Can be used as an arcane focus. You 
  know the ray of frost cantrip, but only 
  when you are holding onto the hand. 
  Intelligence is your spellcasting ability 
  for the cantrip.
  • 
  1 Necromancer’s Robe. Requires 
  attunement by a spellcaster. You have 
  resistance to poison damage and you 
  cannot be frightened as long as you are 
  wearing this robe. In addition, any allied 
  undead creatures within 300 feet of you 
  
  11
  and any undead creatures under your 
  control have advantage on saving throws 
  against any effect that turns undead. 
  • 
  1 Spellbook. It has in it the following 
  spells: animate dead, cloudkill, 
  counterspell, Evard’s black tentacles, Melf’s 
  acid arrow, plane shift.
  Felidar
  • 
  1d2 Felidar Canines. Can be sold 
  for 25 gp.  
  • 
  1 Felidar Hide. Can be crafted into a set 
  of light armor (1500 gp, 30 days). This  
  set of armor has a +1 to armor class 
  and has three charges. You can expend 
  one charge and give yourself truesight 
  out to a range of 60 feet for one minute. 
  All expended charges recharge each 
  day at dawn. 
  • 
  2d6 Tufts of Felidar Fur. Can be used 
  as an additional component when 
  casting find familiar. When a familiar is 
  summoned with this spell using the fur 
  as an additional component, the familiar 
  doesn’t disappear the first time it hits 
  0 hit points and instead drops to 1 hit 
  point. To gain this benefit after it has 
  been used, the find familiar spell must 
  be cast again and another tuft of fur be 
  expended in the spellcasting process. 
  Giants
  Bloodfray Giant
  • 
  1 Bloodfray Giant Heart. Can be crafted 
  into a potion of hill giant strength (DMG p. 
  187) (100 gp, 2 days) 
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  Guardian Giant
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Guardian Giant Heart. Can be crafted 
  into a potion of frost giant strength (DMG 
  p. 187) (1000 gp, 30 days)
  • 
  1d6 Vials of Guardian Giant Blood. 
  When consumed, you can’t be surprised 
  for the next 8 hours. 
  Orzhov Giant
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1 Orzhov Giant Heart. Can be crafted 
  into a potion of hill giant strength (DMG p. 
  187) (100 gp, 2 days) 
  • 
  1d6 Vials of Orzhov Giant Blood. When 
  consumed, you have darkvision out to a 
  range of 60 feet for one hour. 
  Sunder Shaman
  • 
  1d2 Giant’s Eyes. When consumed, 
  you become proficient in the Wisdom 
  (Perception) skill for one minute. 
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe.
  • 
  1 Sunder Shaman Heart. Can be crafted 
  into a potion of frost giant strength (DMG 
  p. 187) (1000 gp, 30 days)
  • 
  2d6 Vials of Sunder Shaman Blood. 
  When consumed, you can choose to 
  become reckless. At the start of your 
  turn, you can gain advantage on all melee 
  weapon attack rolls you make during that 
  turn, but attack rolls against you have 
  advantage until the start of your next 
  turn. This effect lasts for 10 minutes. 
  
  12
  Horrors
  Flying Horror
  • 
  1d2 Flying Horror Claws. Can be crafted 
  into a dagger (300 gp, 12 days). This 
  weapon deals an additional 1d6 psychic 
  damage on a hit. 
  • 
  1 Set of Flying Horror Vocal Cords. 
  Once per day, you can blow into these 
  vocal cords as an action and sound out 
  a frightening screech. Each creature 
  within 30 feet of you that can hear 
  the screech must succeed on a DC 13 
  Wisdom saving throw or be frightened 
  of you for one minute. The frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on itself on a success. 
  Shadow Horror
  • 
  1d2 Shadow Horror Claws. Can be 
  crafted into a dagger (300 gp, 12 days). 
  The first time a creature is hit with this 
  weapon, it must succeed on a DC 14 
  Wisdom saving throw or be frightened of 
  you until the end of its next turn. 
  • 
  3d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  Skittering Horror
  • 
  1 Skittering Horror Hide. Can be 
  crafted into a set of light armor (300 
  gp, 12 days). While wearing this armor, 
  you have proficiency with the Stealth 
  skill. Two sets of armor can be crafted 
  from this hide. 
  • 
  2d6 Skittering Horror 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 1d6 damage. After 
  the ammunition has been fired, it loses 
  this property. 
  Indentured Spirit
  • 
  1d4 Ounces of Phantom 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 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success. 
  • 
  1d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  Izzet Weirds
  Blistercoil Weird
  • 
  2d4 Vials of Boiling Blistercoil Essence. 
  As an action, you can throw this vial up 
  to 30 feet away where it will shatter in a 
  blast of steaming energy. Any creatures 
  standing within a 5-foot radius of where 
  the vial landed catches fire. The creature 
  takes 1d10 fire damage immediately 
  after the vial shatters, and until someone 
  uses an action to douse the fire, the 
  burning creature takes 1d10 fire damage 
  at the start of each of its turns. 
  Fluxcharger
  • 
  2d6 Vials of Lightning Essence. This 
  essence crackles and glows in the 
  dark, shedding bright light in a 10-foot 
  radius and dim light for an additional 
  10 feet if not covered. Can be used as 
  an additional material component when 
  casting spells that deal lightning damage. 
  When used in this way, you deal an 
  additional 1d8 lightning damage when 
  you cast the spell.  
  Galvanice Weird
  • 
  1d6 Galvanice Weird Shards. Can 
  be used as an additional material 
  component when casting spells that deal 
  cold or lightning damage. When used in 
  this way, you deal an additional 1d4 cold 
  damage and 1d4 lightning damage when 
  you cast the spell. 
  
  13
  Krasis
  Category 1 Krasis
  • 
  1 Krasis Gullet. When consumed, you 
  become amphibious for one hour. 
  • 
  Major Adaptations Loot. Depending on 
  the adaptations affixed to the krasis, 
  it has different loot options. See the 
  list below for loot appropriate to your 
  specific krasis. 
  1. Acidic Skin. 1d2 vials of acid. 
  2. Armored Hide. 1 Krasis Shell/Scale. 
  Can be crafted into a shield (750 
  gp, 40 days). This functions as 
  a +1 shield. 
  3. Bioluminescent Markings. 1d4 Vials 
  of Arcane Ink. One vial can be used 
  to inscribe 3 spells into a wizard’s 
  spellbook, at no cost.
  4. Flight. No additional loot. 
  5. Grabber. No additional loot. 
  6. Hypnotic Display. 1d2 Category 
  1 Krasis Eyes. As an action, you 
  can crush an eye and cast the spell 
  hypnotic pattern, concentrating on it 
  as if you cast the spell. The DC for 
  the spell when cast in this way is 12). 
  7. Venomous Sting. 1d2 Vials of 
  Basic Poison. 
  8. Regeneration. 1d4 Vials of Category 1 
  Krasis Blood. When consumed, you 
  regain 2 hit points at the end of each 
  of your turns for the next minute. 
  Category 2 Krasis
  • 
  1 Krasis Gullet. When consumed, you 
  become amphibious for one hour. 
  • 
  Major Adaptations Loot. Depending on 
  the adaptations affixed to the krasis, 
  it has different loot options. See the 
  list below for loot appropriate to your 
  specific krasis. 
  1. Acidic Skin. 1d4 vials of acid. 
  2. Armored Hide. 1 Krasis Shell/Scale. 
  Can be crafted into a shield (750 
  gp, 40 days). This functions as 
  a +1 shield. 
  3. Bioluminescent Markings. 1d6 Vials 
  of Arcane Ink. One vial can be used 
  to inscribe 3 spells into a wizard’s 
  spellbook, at no cost.
  4. Flight. No additional loot. 
  5. Grabber. No additional loot. 
  6. Hypnotic Display. 1d2 Category 
  2 Krasis Eyes. As an action, you 
  can crush an eye and cast the spell 
  hypnotic pattern, concentrating on it 
  as if you cast the spell. The DC for 
  the spell when cast in this way is 14). 
  7. Venomous Sting. 1d4 Vials of 
  Basic Poison. 
  8. Regeneration. 1d4 Vials of Category 2 
  Krasis Blood. When consumed, you 
  regain 4 hit points at the end of each 
  of your turns for the next minute. 
  
  14
  Category 3 Krasis
  • 
  1 Krasis Gullet. When consumed, you 
  become amphibious for one hour. 
  • 
  Major Adaptations Loot. Depending on 
  the adaptations affixed to the krasis, 
  it has different loot options. See the 
  list below for loot appropriate to your 
  specific krasis. 
  1. Acidic Skin. 1d6 vials of acid. 
  2. Armored Hide. 1 Krasis Shell/Scale. 
  Can be crafted into a shield (750 
  gp, 40 days). This functions as 
  a +1 shield. 
  3. Bioluminescent Markings. 1d8 Vials 
  of Arcane Ink. One vial can be used 
  to inscribe 3 spells into a wizard’s 
  spellbook, at no cost.
  4. Flight. No additional loot. 
  5. Grabber. No additional loot. 
  6. Hypnotic Display. 1d2 Category 
  3 Krasis Eyes. As an action, you 
  can crush an eye and cast the spell 
  hypnotic pattern, concentrating on it 
  as if you cast the spell. The DC for 
  the spell when cast in this way is 17). 
  7. Venomous Sting. 1d6 Vials of 
  Basic Poison. 
  8. Regeneration. 1d4 Vials of Category 3 
  Krasis Blood. When consumed, you 
  regain 8 hit points at the end of each 
  of your turns for the next minute. 
  Kraul
  Kraul Warrior
  • 
  1d4 Spears. 
  Kraul Death Priest
  • 
  1 Broken Quarterstaff. 
  Nightveil Specter
  • 
  1 Broken Scythe. This weapon, when 
  repaired, functions as a martial melee 
  weapon that deals 2d6 slashing damage 
  plus 1d8 psychic damage on a hit. The 
  scythe has the reach property. It costs 
  250 gp to repair the weapon.
  • 
  1 Nightveil Specter Skull. Can be 
  crafted into a helm (1000 gp, 14 days). 
  Requires attunement. This helm has 
  3 charges. As an action, you can touch 
  one incapacitated creature and choose 
  1 hour from among the past 24. Unless 
  the creature succeeds on a DC 15 
  Intelligence saving throw, the creature 
  loses all memory of that hour. The 
  creature regains the memory only if you 
  die within the next 24 hours or the helm 
  is destroyed within the next 24 hours. 
  • 
  3d6 Ounces of Phantom 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 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success. 
  Gloamwing
  • 
  1 Gloamwing Hide. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to necrotic damage.
  • 
  2d6 Gloamwing 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 damage. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  1d2 Gloamwing Wings. One wing can 
  be crafted into a saddle for a mount 
  (2000 gp, 60 days). When the saddle is 
  on a mount, you form a bonded link with 
  it. If you aren’t mounted, you can use a 
  bonus action to magically teleport onto 
  your mounts, provided you are within 
  500 feet of each other. When you teleport 
  in this way, you appear astride your 
  
  15
  mount along with any equipment you are 
  wearing or carrying. However, if you are 
  reduced to 0 hit points, your mount is 
  destroyed (but not the saddle). 
  Nivix Cyclops
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1 Nivix Cyclops Eye. Can be crafted 
  into a driftglobe (DMG p. 166) (200 
  gp, 14 days).
  • 
  1d6 Vials of Nivix Cyclops Blood. When 
  consumed, you are revitalized when 
  magic is used near you for 10 minutes. 
  Immediately after a creature casts a 
  spell of 1st level or higher within 120 
  feet of you, you can use a reaction to 
  move up to your speed without provoking 
  opportunity attacks. You can then make 
  one melee attack against a target of 
  your choice. 
  Simic Hybrids
  Hybrid Brute
  • 
  1d4 Javelins.
  • 
  1d4 Vials of Acid.
  Hybrid Flier
  • 
  1 Vial of Acid. 
  • 
  1 Vial of Basic Poison. 
  Hybrid Poisoner
  • 
  1d4 Vials of Basic Poison. 
  Hybrid Shocker
  • 
  1d2 Vials of Lightning Essence. Can 
  be used as an additional material 
  component when casting spells that deal 
  lightning damage. When used in this way, 
  you deal an additional 1d10 lightning 
  damage when you cast the spell. 
  Hybrid Spy
  • 
  1 Broken Shortsword. 
  Skyjek Roc
  • 
  2d6 Rations. 
  • 
  2d6 Skyjek Roc Feathers. Two feathers 
  can be used as fletching on an arrow or 
  a crossbow bolt. Ranged attacks that use 
  ammunition made from these feathers 
  have an increased range of 20 feet. After 
  the ammunition has been fired, it loses 
  these properties.
  Skyswimmer
  • 
  1d4 Half-Digested Corpses. Corpses 
  of previous meals can be found in the 
  skyswimmer’s stomach. Only half the 
  maximum amount of loot can be found 
  on these corpses if checked. There is a 
  40% chance the corpse is a griffin, 30% 
  chance it’s a skyjek roc, 20% chance it’s a 
  hippogriff, and 10% chance it’s a wyvern.
  • 
  10d6 Rations. 
  • 
  1 Skyswimmer Hide. Can be crafted into 
  leather armor (10 gp, 2 days) or studded 
  leather armor (45 gp, 3 days). Three sets 
  of armor can be crafted from this hide.
  • 
  4d6 Small Skyswimmer 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 damage. After 
  the ammunition has been fired, it loses 
  this property. 
  Thrulls
  Servitor Thrull
  • 
  1 Thrull Defensive Spring. If kept on 
  your person, the spring activates in 
  response to you being hit by an attack, 
  giving the attacker disadvantage on 
  the attack roll. This doesn’t cost you 
  a reaction, but the spring breaks 
  immediately after it has been activated. 
  
  16
  Winged Thrull
  • 
  1d2 Thrull Defensive Springs. If kept 
  on your person, the spring activates 
  in response to you being hit by an 
  attack, giving the attacker disadvantage 
  on the attack roll. This doesn’t cost 
  you a reaction, but the spring breaks 
  immediately after it has been activated. 
  Undercity Medusa
  • 
  1 Medusa Head. When a creature that 
  can see the medusa head’s eyes starts its 
  turn within 30 feet of the head, it must 
  make a DC 14 Constitution saving throw. 
  On a failed save, the creature magically 
  begins to turn to stone and is restrained. 
  It must repeat the saving throw at the 
  end of its next turn. On a success, the 
  effect ends. On a failure, the creature 
  is petrified until freed by the greater 
  restoration spell or similar magic. 
  • 
  A creature that isn’t surprised can avert 
  its eyes to avoid the saving throw at 
  the start of its turn. If it does so, it can’t 
  see the head until the start of its next 
  turn, when it can avert its eyes again. If 
  it looks at the head in the meantime, it 
  must immediately make the save. The 
  head has this effect for 2d6 days after 
  being harvested, after which it turns into 
  a non-magical decaying head. 
  • 
  1d6 Rations. 
  • 
  1d6 Vials of Medusa Blood. If poured on 
  a Medium or smaller creature that has 
  been petrified by being turned to stone, 
  they are cured of the petrified condition. 
  Vampires
  Blood Drinker Vampire
  • 
  1 Broken Rapier. 
  • 
  1d2 Vampire Fangs. One fang 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 3d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties. 
  • 
  1d10 Vampire 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 1d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  fired, it loses these properties.  
  Mind Drinker Vampire
  • 
  1d2 Vampire Fangs. One fang 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 3d6 necrotic damage. The 
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken, and you regain hit points equal to 
  that amount. After the ammunition has 
  been fired, it loses these properties. 
  • 
  1d10 Vampire 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 1d6 necrotic damage. The 
  
  17
  target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage 
  taken. After the ammunition has been 
  fired, it loses these properties.  
  • 
  1d6 Vials of Shadow Flux. As an action, 
  you can throw this vial up to 30 feet 
  away where it will shatter in a vapor 
  of darkness. The area within a 15 foot 
  radius of where the vial landed becomes 
  pitch black, as if affected by the darkness 
  spell. When consumed, you have 
  advantage on Dexterity (Stealth) checks 
  made while in dim light or darkness. 
  Wurm
  • 
  4d6 Rations. 
  • 
  4d6 Small Wurm 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 damage. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  1d4 Wurm Fangs. Can be crafted into a 
  shortsword (10 gp, 2 days) or long sword 
  (15 gp, 3 days).
  • 
  1 Wurm Hide. Can be crafted into leather 
  armor (10 gp, 2 days) or studded leather 
  armor (45 gp, 3 days). Two sets of armor 
  can be crafted from this hide.
  
  18
  _____________________________
  NPCS BY GUILD
  _____________________________
  Requires attunement. While wearing 
  this cloak, you have resistance to 
  psychic damage. 
  • 
  4d6 Vials of Sphinx Blood. When 
  consumed, you gain resistance to psychic 
  damage for one hour. 
  Lawmage
  • 
  1 Broken Breastplate. 
  • 
  1 Broken Quarterstaff.
  • 
  1 Spellbook. It has in it the following 
  spells: arcane lock, expeditious retreat, 
  shield, slow.
  Precognitive Mage
  • 
  1 Broken Quarterstaff.
  Boros NPCs
  Aurelia
  • 
  1 Divine Tongue. When consumed, you 
  gain the benefits of the tongues spell for 
  eight hours. 
  • 
  3d8 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. 
  • 
  1 Helm of Aurelia. Requires attunement. 
  While wearing this helm, you are 
  unyielding. When you are subjected to an 
  effect that would move you, knock you 
  prone, or both, you can use your reaction 
  to neither moved nor knocked prone. 
  • 
  1d2 Holy Longswords. Requires 
  attunement by a creature with a good 
  alignment. This is a magical longsword, 
  Soldier
  • 
  1 Broken Chain Mail. 
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shield. 
  Azorius NPCs
  Isperia
  • 
  1d2 Eyes of Isperia. When consumed, 
  you gain truesight out to a range of 30 
  feet for one hour. 
  • 
  5d6 Feathers of Isperia. Two feathers 
  can be used as fletching on an arrow 
  or a crossbow bolt. Ranged attacks 
  that use ammunition made from these 
  feathers are considered magical. They 
  also deal an additional 1d6 damage if 
  the target is hostile towards you. After 
  the ammunition has been fired, it loses 
  these properties.
  • 
  1 Hide of Isperia. Can be crafted into 
  a set of light armor (2000 gp, 30 days). 
  Requires attunement. While wearing 
  this armor, you have advantage on 
  saving throws against being charmed or 
  frightened. In addition, you are immune 
  to any effect that would sense your 
  emotions or read your thoughts, as well 
  as any divination spell that you don’t 
  want to be affecting you. Three sets of 
  armor can be crafted from this hide. 
  • 
  10d6 Rations. 
  • 
  3d8 Tufts of Isperia Fur. Two tufts can 
  be crafted into a bag of holding (DMG, 
  p. 153) (200 gp, 14 days). Four tufts can 
  be crafted into a cloak (500 gp, 21 gp). 
  
  19
  which deals an additional 1d8 radiant 
  damage on a hit. The greatsword deals 
  an additional 1d8 radiant damage if the 
  targeted creature is a fiend or undead. 
  • 
  4d6 Vials of Angel Blood. When 
  consumed, this functions as a potion of 
  greater healing. 
  Firefist
  • 
  1 Broken Greatsword. 
  • 
  1 Broken Plate Armor. 
  Frontline Medic
  • 
  1 Broken Plate Armor. 
  • 
  1 Broken Shield. 
  • 
  1 Healer’s Kit. 
  • 
  1d4 Spears. 
  Reckoner
  • 
  1 Broken Longsword.
  • 
  1 Broken Plate Armor.
  • 
  1 Spellbook. It has in it the following 
  spells: blur, shield, witch bolt.  
  Dimir NPCs
  Lazav
  • 
  1d2 Psychic Blades. Requires 
  attunement. This is a magical 
  shortsword, which deals an additional 
  1d6 psychic damage on a hit. 
  • 
  1d6 Rations. 
  • 
  3d4 Tufts of Lazav’s Hair. Four tufts 
  can be crafted into a cloak (1000 gp, 
  15 days). Requires attunement. While 
  wearing this cloak, you are immune to 
  magic that allows other creatures to 
  read your thoughts, determine whether 
  you are lying, know your alignment, or 
  know your creature type. Creatures can 
  telepathically communicate with you 
  only if you allow it. 
  • 
  Alternatively, two tufts can be crafted 
  into a set of shoelaces (500 gp, 9 days). 
  Requires attunement. While wearing 
  a set of boots equipped with these 
  shoelaces, no attack roll has advantage 
  against you unless you are incapacitated. 
  • 
  3d6 Vials of Shapeshifter Blood. Can 
  be used as an additional material 
  component when casting spells that 
  physically alter a creature’s body. When 
  used in this way, the duration of the spell 
  is extended by 10 minutes. 
  Mind Mage
  • 
  1d4 Daggers.
  Thought Spy
  • 
  1 Broken Leather Armor. 
  • 
  1 Broken Rapier.
  • 
  1d2 Daggers. 
  Golgari NPCs
  Jarad Vod Savo
  • 
  1 Necromancer’s Robe. Requires 
  attunement by a spellcaster. You have 
  resistance to poison damage and you 
  cannot be frightened as long as you are 
  wearing this robe. In addition, any allied 
  undead creatures within 300 feet of you 
  and any undead creatures under your 
  control have advantage on saving throws 
  against any effect that turns undead. 
  • 
  1 Spellbook. It has in it the following 
  spells: entangle, finger of death, giant 
  insect, ray of enfeeblement, spider climb, 
  vampiric touch. 
  • 
  1 Staff of Svogthir. Functions as a 
  martial melee weapon that deals 2d4 
  bludgeoning damage on a hit. It also 
  deals an additional 1d6 poison and 1d6 
  necrotic damage on a hit. 
  • 
  1d6 Vials of Fermented Blood of Jarad. 
  When consumed, you regain 1d10 hit 
  points at the end of each of your turns for 
  the next minute. 
  • 
  3d6 Vials of Spores. As an action, you 
  can throw this vial up to 30 feet away 
  where it shatters in a cloud of spores. 
  
  20
  The area within a 5-foot radius of where 
  the vial landed becomes filled with 
  spores. Each creature in the area takes 
  2d10 poison damage. 
  Golgari Shaman
  • 
  1 Broken Hide Armor (size Medium).
  • 
  1 Broken Quarterstaff. 
  Gruul NPCs
  Borborygmos
  • 
  1d10 Giant’s Toes. Can be sold for 4 gold 
  pieces per toe. 
  • 
  1 Heart of Borborygmos. Can be crafted 
  into a potion of cloud giant strength (DMG 
  p. 187) (10000 gp, 150 days)
  • 
  1 Tribal Amulet. There is a 10% chance 
  that the amulet is an amulet of health 
  (DMG, p. 150), 30% chance that the 
  amulet is an amulet of proof against 
  detection and location (DMG, p. 150), and 
  a 60% chance that it is a non-magical 
  tribal amulet. 
  • 
  3d6 Vials of Borborygmos’s Blood. When 
  consumed, your Strength score goes up 
  by 2 to a maximum of 24 for one hour. 
  This effect does not stack. 
  Anarch
  • 
  1 Broken Hide Armor. 
  • 
  1 Broken Spiked Club. This weapon, 
  when repaired, functions as a 
  martial melee weapon that deals 1d8 
  piercing damage on a hit, or 1d10 
  piercing damage if wielded with both 
  hands. It costs 20 gold pieces to 
  repair the weapon.
  Druid of the Old Ways
  • 
  1 Broken Hide Armor.
  • 
  1 Broken Quarterstaff. 
  Rubblebelt Stalker
  • 
  1d2 Broken Shortswords.
  Izzet NPCs
  Niv-Mizzet
  • 
  2d6 Claws of Niv-Mizzet. Can be crafted 
  into a dagger (150 gp, 9 days). On a hit, 
  you deal an additional 1d6 fire damage 
  with this weapon. 
  • 
  1d2 Fangs of Niv-Mizzet. Can be crafted 
  into a shortsword (150 gp, 9 days). On 
  a hit, you deal an additional 1d6 fire 
  damage with this weapon. 
  • 
  1 Fire Gland of Niv-Mizzet. As an action, 
  you can throw this gland up to 30 
  feet away where it will burst in a fiery 
  explosion. Each creature within 10 feet 
  of where the gland landed must succeed 
  on a DC 25 Dexterity saving throw, 
  taking 26d6 fire damage on a failed save, 
  or half as much damage on a successful 
  one. The gland is fragile and will 
  burst 3d6 hours after being harvested, 
  regardless of if it was thrown or not. 
  • 
  1 Hide of Niv-Mizzet. Can be crafted into 
  a set of light armor (2000 gp, 60 days). 
  While wearing this armor, you have 
  resistance to fire damage. Three sets of 
  armor can be crafted from this hide. 
  • 
  2d12 Scales of Niv-Mizzet. If you have 
  20 scales, you can craft them into scale 
  mail armor (2000 gp, 60 days). While 
  wearing this armor, you have resistance 
  to fire damage.
  • 
  2d12 Teeth of Niv-Mizzet. 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 1d6 fire damage on a hit. 
  After the ammunition has been fired, it 
  loses this property.  
  • 
  3d6 Vials of Niv-Mizzet’s Blood. Can 
  be used as an additional material 
  component when casting spells that deal 
  
  21
  damage. When used in this way, you 
  change the spell’s damage to cold, fire, 
  force, lightning, or thunder. 
  • 
  1d2 Wings of Niv-Mizzet. One wing can 
  be crafted into a resistant cloak (1000 
  gp, 30 days). Requires attunement. When 
  worn, you have resistance to fire damage.  
  • 
  10d6 Rations. 
  Cosmotronic Blastseeker
  • 
  1 Broken Chain Shirt Armor. 
  • 
  1 Broken Warhammer.
  Counterflux Blastseeker
  • 
  1 Broken Rapier. 
  • 
  1 Vial of Dark Counterflux Essence. you 
  can throw this vial at up to 30 feet away 
  where it shatters in an electric crackle. 
  Until the end of your next turn, the 
  area is surrounded by a 15-foot-radius 
  invisible sphere centered on where the 
  vial landed. Creatures in the sphere have 
  disadvantage on saving throws against 
  spells and other magical effects. 
  • 
  1 Vial of Light Counterflux Essence. you 
  can throw this vial at up to 30 feet away 
  where it shatters in an electric crackle. 
  Until the end of your next turn, the 
  area is surrounded by a 15-foot-radius 
  invisible sphere centered on where the 
  vial landed. Creatures in the sphere 
  have advantage on saving throws against 
  spells and other magical effects. 
  Flux Blastseeker
  • 
  1 Broken Quarterstaff. 
  • 
  1d4 Vials of Fluxbending Essence. 
  You can throw this vial at a creature 
  up to 40 feet away, treating the vial 
  like an improvised weapon. On a hit, 
  you teleport, swapping places with 
  the creature. 
  Galvanic Blastseeker
  • 
  1d4 Spears. 
  Scorchbringer Guard
  • 
  1 Broken Breastplate Armor. 
  • 
  1 Broken Light Hammer. 
  • 
  1 Scorchbringer. This weapon has 3 
  charges. As an action, you can activate 
  the weapon and spout a stream of flame 
  in a line that is 30 feet long and 5 feet 
  wide. Each creature in the line must 
  make a DC 12 Dexterity saving throw, 
  taking 2d6 fire damage on a failed save 
  or half as much damage on a successful 
  one. The weapon regains all expended 
  charges each day at dawn. 
  Orzhov NPCs
  Obzedat Ghost
  • 
  1 Spirit Cloth. Can be crafted into 
  a bag of holding (DMG p. 153) (200 
  gp, 14 days). 
  • 
  1d10 Ounces of Phantom 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 13 Wisdom saving throw or be 
  frightened of you for one minute for one 
  minute on a failed save. A frightened 
  creature can repeat the saving throw at 
  the end of each of its turns, ending the 
  effect on a success. 
  • 
  2d4 Vials of Ectoplasm. When 
  consumed, you can see into the Ethereal 
  Plane for one hour. 
  
  22
  Rakdos NPCs
  Rakdos
  • 
  1 Set of Bracers of Rakdos. Requires 
  attunement by a creature with an 
  evil alignment. These bracers have 3 
  charges. When you hit a creature with 
  an unarmed strike, you can expend a 
  charge and force the creature to make a 
  DC 25 Constitution saving throw or be 
  poisoned for one minute. While poisoned 
  in this way, the creature can’t maintain 
  concentration on a spell or any other 
  effect that requires concentration. The 
  poisoned creature can repeat the saving 
  throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  The bracers regain all expended charges 
  each day at dawn. 
  • 
  1 Chain of Rakdos. Requires attunement. 
  While wearing this chain, every weapon 
  you wield is considered magical. 
  • 
  1 Hide of Rakdos. Can be crafted into 
  a set of light armor (3000 gp, 70 days). 
  Requires attunement. This armor grants 
  resistance to fire and necrotic damage. 
  Two sets of armor can be crafted 
  from this hide. 
  • 
  2d10 Teeth of Rakdos. 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 1d10 damage. After 
  the ammunition has been fired, it loses 
  this property. 
  • 
  3d6 Vials of Rakdos’s Mind Fluid. When 
  consumed, you can cast the spell hellish 
  rebuke once within the next minute. 
  Charisma is your spellcasting ability for 
  this spell. 
  • 
  4d6 Vials of Demon Ichor. When 
  consumed, you gain resistance to poison 
  damage for one hour. 
  Blood Witch
  • 
  1 Broken Longsword. 
  • 
  1 Broken Shortsword. 
  Rakdos Lampooner
  • 
  1 Broken Club. 
  • 
  1 Broken Leather Armor. 
  Rakdos Performer
  • 
  1 Broken Barbed Pole (High-Wire 
  Acrobat). This weapon, when repaired, 
  functions as a martial melee weapon 
  that deals 1d8 piercing damage on a 
  hit. Your jump distance also becomes 
  20 feet, if you’re using the barbed pole 
  for assistance. It costs 20 gold pieces to 
  repair the weapon.
  • 
  1d4 Daggers (Blade Juggler).
  • 
  1d2 Potions of Fire Breathing (Fire Eater).
  Selesnya NPCs
  Trostani
  • 
  6d8 Dryad Leaves. When consumed, you 
  regain 1d4 hit points. 
  • 
  1d3 Tongues of Trostani. When 
  consumed, you can communicate with 
  beasts and plants as if you shared a 
  language for one hour. 
  • 
  2d6 Ounces of Fey Dust. As an action, 
  you can blow this ounce of 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.  
  • 
  2d6 Roots of Trostani. As an action, you 
  can crush a root and cast bless without 
  expending a spellslot or using material 
  components. When cast in this way, you 
  maintain concentration on the spell as if 
  you cast it yourself. 
  • 
  3d6 Sprouts of Trostani. When 
  consumed, you gain 20 temporary 
  hit points. 
  Horncaller
  • 
  1 Broken Hide Armor.
  • 
  1 Broken Quarterstaff. 
  
  23
  Simic NPCs
  Zegana
  • 
  1 Prime Speaker’s Trident. Requires 
  attunement. This functions as a magic 
  trident that deals 2d6 piercing damage 
  on a hit. It also has 5 charges. On a hit, 
  you can expend a charge and make the 
  trident emit a thunderous boom. Each 
  creature in a 15-foot cube originating 
  from the prongs of the trident must 
  make a DC 18 Constitution saving throw. 
  On a failed save, the creature takes 
  2d8 thunder damage and is pushed 10 
  feet away from you. If the creature is 
  underwater, the damage is increased to 
  3d8. On a successful save, the creature 
  takes half as much damage and isn’t 
  pushed. The trident regains all expended 
  charges each day at dawn. 
  Biomancer
  • 
  1 Broken Scimitar. 
  • 
  1 Broken Splint Armor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Guildmasters Guide to Ravnica.pdf