Doppelganger
Harvesting Table
Instructions: Because this creature is an
Monstrosity, the player should roll a
Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
Type: Monstrosity
Skill: Nature
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Doppelganger Blood (3 vials)
A doppleganger's blood is a dark red, almost black, fluid with a low viscosity and a rainbow sheen. When the vial is held, the blood changes color to match the blood of the creature holding it.
Use: When you (or another small or medium-sized humanoid) drink a vial of this blood that has a drop of a humanoid's blood mixed into it, you polymorph into that humanoid's race (you will not turn into an identical version of that creature, but retain many of your own characteristics. For example, if you are bulky and have long red hair, your new race will be bulky and have long red hair). This effect lasts for 1d4 hours. Your statistics, other than your size remain the same in the new form. Any equipment you are carrying or wearing is not transformed. You revert
to your true form at the end of the duration or if you die.
VALUE:
4 gp
WEIGHT:
1lb.
EXPIRE:
7 days
DC:
20
ITEM:
Doppelganger Face
Harvesting this item involves the delicate process of skinning a doppelgangers face. If carefully removed, the resulting skin appears to be a morbid mask of flesh. Artificers and enchanters may be able to use this "mask" to tap into the doppelgangers transformative abilities.
VALUE:
75 gp
WEIGHT:
1lb.
EXPIRE:
2 days
CRAFT: Hat of Disguise (DMG) [Mask of Disguise]
DC:
20
ITEM:
Doppelganger Brain
A doppelgangers telepathic abilities can be studied from the brain of such a creature. To the untrained eye, a doppelgangers brain looks identical to other humanoids brains. Artificers, enchanters, researchers and other magic users may find the brain worth study. Some may be able to create magic items with
VALUE:
200 gp
WEIGHT:
4lb.
EXPIRE:
2 days
CRAFT: Helm of Telepathy (DMG)
Most crafting items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items. To view and purchase Hamund's Harvesting Handbook,
click here.
Doppelganger
Individual Treasure
This kind of creature does not normally carry treasure.
13 sp
Random Roll: d100 = 41
d100 |
cp |
sp |
ep |
gp |
pp |
01-30 |
cp:
5d6 (17) |
sp:
— |
ep:
— |
gp:
— |
pp:
— |
31-60 |
cp:
— |
sp:
4d6 (14) |
ep:
— |
gp:
— |
pp:
— |
61-70 |
cp:
— |
sp:
— |
ep:
3d6 (10) |
gp:
— |
pp:
— |
71-95 |
cp:
— |
sp:
— |
ep:
— |
gp:
3d6 (10) |
pp:
— |
96-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
— |
pp:
1d6 (3) |
Doppelganger
Treasure Hoard
This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.
Coins: 918 cp, 554 sp, 77 gp
Art: 3 art objects worth 25 gp each
[1 Black velvet mask stitched with silver thread, 1 Gold locket with a painted portrait inside, 1 Pair of engraved bone dice]
Random Roll: d100 = 21
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
6d6 x 100 (2100) |
sp:
3d6 x 100 (1050) |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
— |
d100 |
cp:
Gems or Art Objects |
sp:
— |
ep:
Magic Items |
|
|
01-06 |
cp:
— |
|
ep:
— |
|
|
07-16 |
cp:
2d6 (7) 10 gp gems |
|
ep:
— |
|
|
17-26 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
— |
|
|
27-36 |
cp:
2d6 (7) 50 gp gems |
|
ep:
— |
|
|
37-44 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
45-52 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
53-60 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
61-65 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
66-70 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
71-75 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
76-78 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
79-80 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
81-85 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
86-92 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table F |
|
|
93-97 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table F |
|
|
98-99 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table G |
|
|
100 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table G |
|
|
Doppelganger
Equipment & Other Goods
Typically found on (or even "in" the creature)
This character usually carries: 1 weapon [if armed], 1 set of armor [if equipped]
1 Longsword
[8 gp (quality: .5×, size: 1×, normally 15 gp)][3 lb.]
low quality with a blackened steel blade and a walnut wood hilt
1 Leather Armor
[5 gp (quality: .5×, size: 1×, normally 10 gp)][10 lb.]
low quality made from deerskin
The tables below show how we determine an item's value and weight modifiers. The first table determines the item's value modifier based on its quality. The second table determines the item's value and weight modifiers based on the creature's size.
d100 |
% Chance |
Quality |
Value |
1-2 |
% Chance:
2% |
Quality:
Superb |
Value:
1.5× |
3-5 |
% Chance:
3% |
Quality:
Almost New |
Value:
1× |
6-55 |
% Chance:
50% |
Quality:
Low Quality (poorly made, high use) |
Value:
0.5× |
56-65 |
% Chance:
10% |
Quality:
Terrible Quality (cracked, warped) |
Value:
0.1× |
66-100 |
% Chance:
35% |
Quality:
Destroyed |
Value:
0× |
Creature's size and its value and weight modifiers.
Size |
Weight(x) |
Value(x) |
Note |
Tiny |
Weight(x):
¼× |
Value(x):
¼× |
Note:
Tiny creatures often carry very small weapons & armor, too small for other creature. |
Small |
Weight(x):
1× |
Value(x):
1× |
Note:
Small creatures tend to use smaller standard weapons, like daggers and shortswords, but it is the DM's discretion if the items are usable or have a modified weight/value. |
Medium |
Weight(x):
1× |
Value(x):
1× |
|
Large |
Weight(x):
1× |
Value(x):
1× |
Note:
Large creatures tend to use larger standard weapons, like greatswords and greatclubs, but it is the DM's discretion if the items are usable or have a modified weight/value. |
Huge |
Weight(x):
8× |
Value(x):
2× |
Note:
The increase in value is for the raw materials (as the items are way too large to be useful). |
Gargantuan |
Weight(x):
15× |
Value(x):
4× |
Note:
The increase in value is for the raw materials (as the items are way too large to be useful). |
Doppelganger
Trinkets
1 signet ring, with a symbol of two faces looking away from each other
Random Roll: 1d20 = 3
1
1 set of bright clothes, with ruffled sleeves and tight pantaloons
4 lb.
1 gp
2
1 page of notes, detailing the activities of an individual
--
--
3
1 signet ring, with a symbol of two faces looking away from each other
--
5 gp
4
1 medallion with the symbol of a merchant house
1 lb.
5 gp
5
1 silver locket with a cameo silhouette of someone's face inside
--
1 gp
7
1 pair of glasses
1 lb.
5 gp
8
1 diary of a commoner
5 lb.
5 sp
9
1 map of the nearest town, titled "possible doubles," with circles around 3 of the houses
--
--
10
1 gold cap for a tooth
--
5 sp
11
1 reversible red/blue scarf
3 lb.
4 sp
12
1 eyepatch with a white skull embroidered on the front, and a red dragon sewn on the back
--
5 cp
13
1 book titled "Fitting in - How to Act Like Everyone Else"
6 lb.
10 gp
14
1 ripped scroll of comprehend languages (unusable)
--
--
15
1 makeup kit, with very little makeup left (1 use)
3 lb.
3 cp
16
1 pouch of fake jewelry (10 pieces)
5 lb.
3 sp
17
1 colorful festival mask that only covers the upper part of the face
3 lb.
6 sp
18
1 vial of cheap perfume
1 lb.
3 sp
19
1d4 ration(s)
2 lb.
5 sp
20
1d4 colorful bandana(s)
--
1 sp
Doppelganger
Meat
There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.
This creature produces 6 pieces of meat, weighing a total of 24 lbs.
Random Roll: 2d6 = 6
Medium creatures produce 2d6 worth of meat.
The table below shows how much meat an
inexperienced butcher may be able to harvest from a creature, especially after a battle may have ruined some of the meat (i.e. burned, frozen, poisoned, etc.). If a
whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). Of course, carrying a heavy carcass can be difficult, and the creature's bacteria that kept it alive will begin to ruin the meat, spoiling it within a day.
Beast Size |
DC |
Meat |
Weight (x4)† |
Expire ‡ |
Value (x2sp)⋆ |
Tiny |
DC:
5 |
Meat:
1 |
Weight (x4)†:
4 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
2 sp |
Small |
DC:
5 |
Meat:
1d4 |
Weight (x4)†:
4-16 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
2-8 sp |
Medium |
DC:
5 |
Meat:
2d6 |
Weight (x4)†:
8-48 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
4-24 sp |
Large |
DC:
5 |
Meat:
6d6 |
Weight (x4)†:
24-144 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
12-72 sp |
Huge |
DC:
5 |
Meat:
8d12 |
Weight (x4)†:
32-384 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
16-192 sp |
Gargantuan |
DC:
5 |
Meat:
8d20 |
Weight (x4)†:
32-640 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
16-320 sp |
† The weight of a raw piece of meat is 4 pounds. And one slab of meat (4 lbs.), can be used to make 1 dried ration (2 lbs.).
‡ Raw meat has a very short shelf-life, and will go bad within a day if it is not refridgerated or cured.
⋆ The table above uses a standard price of 5cp per pound for regular a piece of animal meat (such as cattle or deer). The value of meat can vary drastically, depending on the quality, rarity and the creature it is sourced from. For example, dragon meat could cost 10x more than standard livestock meat, while insect meat could cost only a copper or two per pound. A DM can decide if that is adequate, and if certain meat is worth more or less.