Nebulous Stargazer’s Loot

NameCategory% ChanceHarvest DCHarvesting TimePrice
Astral EchoA35%350 gp
Mind-Addling MeatMDC 12 (Survival)2 hours120 gp
Vial of Star SandMDC 10 (Arcana or Glassblower’s…)4 Hours500 gp
Monster Looting Rules

Astral Echo

Rare Consumable 

This bright silvery orb gives off bright light in a 30-foot radius and dim light for an additional 30 feet. 

You can use your action to destroy the Astral Echo, making all creatures of your choice within 15 feet of you to make a DC 13 Constitution saving throw, taking 4d4 radiant damage and becoming blinded on a failure, or half as much damage and not becoming blinded on a success. 


Mind-Addling Meat

If you consume this meat, your mind starts becoming clouded and haunted with visions and vibrant colours. You must make a DC 15 Wisdom Saving Throw. 

On a failure, you roll on the Long-Term Madness table and become afflicted by it for 4 hours. 

On a success, you manage to resist the negative effect of the hallucinations, and instead your sensations become heightened. For 4 hours you gain advantage on perception checks, and each time an effect causes you to regain hit points, you regain additional 1d8 hit points.

  • If cooked for at least 1 hour, a creature can make a DC 15 Cook’s Utensils check. On a success, The DC of the meat’s wisdom save is reduced by 5, on a failure, it is increased by 5.

Vial of Star Sand. 

  • Can be made into 1 Starglass Vial, requiring 4 hours of crafting time and a successful DC 12 Glassblower’s Tools check. 
  • Can also be made to create 3 pieces of Starglass Ammunition, requiring in total 4 hours and a DC 10 Glassblower’s Tools Check. 

Starglass Vial
Uncommon Adventuring Gear (Vial)

  • Potion. A potion stored in this vial will also imbue you with the power of the stars in addition to its normal effects. For 1d4+1 rounds, your attacks deal extra 1d4 radiant damage and you give off bright light in a 10-foot radius around you. Any creature that ends their turn within 10 feet of you must make a DC 10 Constitution saving throw, becoming blinded until the end of their next turn on a failure. 
  • Poison. A poison stored in this vial will also cause the target to start glowing and have attacks guided towards them. For 1d4+1 rounds after the target is subjected to the poison, they cannot gain the benefits of the invisible condition, and any attack against them are made with a 1d4 bonus. 

Once a potion or poison stored inside the Starglass Vial is used, it will take 14 days until a potion or poison can gain the benefits provided by the vial again. 

Starglass Ammunition
Uncommon Ammunition (Any) 

Deals extra 1d4 radiant damage.

When you hit a target with Starglass Ammunition it shatters and rays of scorching starlight start emanating from it. All creatures within 5 feet of the target must make a DC 10 Constitution saving throw, taking 1d4 radiant damage and gaining a -2 penalty to their AC and Attack Rolls on a failure until the end of their next turn due to being almost blinded by the rays of light.

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