Drider
                            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: 
											Drider Oil (3 vials)											
											
												DC:
												10											
											
										
                                        
											Driders secrete a clear oily substance that allows them to avoid the adhesive of their own webs. 
Use: It takes 1 action to cover one medium or smaller sized creature with 1 vial of drider oil. A creature covered by this oil ignores movement restrictions and does not get restrained by webbing. The oil lasts for 1 hour.											
                                        
											VALUE: 
											4 	gp											
                                        
											WEIGHT: 
											1lb.											
                                        
											EXPIRE: 
											14 days											
                                        											
                                     
                                                                        
                                        
											DC: 
											15										
                                        
											ITEM: 
											Drider Venom Gland (vial)											
											
												DC:
												15											
											
										
                                        
											A drider's venom is produced by a gland at the back of its mouth. The venom is a black, sticky substance that smells of rot.
Proficiency with the poisoner kit may be used for harvesting this gland. On a successful check, the character harvests the creature's poison gland that must be refined before producing 1 dose of Drider Poison (see below). On a failed check, the character is unable to extract the poison gland. If the character fails the check by 5 or more, the character accidentally gets poisoned.
Refining the Poison: Once the gland is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 3 hours and 100gp worth of material to create Drider Poison (DC 14 Poisoner Kit or Alchemist Supplies check).
Drider Poison (Injury): A creature can use an action to coat 1 melee weapon, or 3 pieces of ammunition with this poison. Once applied, the poison retains potency for 1 minute, or until a target is successfully affected by the poison. A creature successfully hit with Drider Poison must make a DC 12 Constitution saving throw, taking 2d8 poison damage on a failed save, or half that on a successful saving throw. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors).											
                                        
											VALUE: 
											30 	gp											
                                        
											WEIGHT: 
											1lb.											
                                        
											EXPIRE: 
											14 days											
                                        											
                                     
                                                                        
                                        
											DC: 
											20										
                                        
											ITEM: 
											Mark of Lolth											
											
												DC:
												20											
											
										
                                        
											Driders bear the mark of Lolth somewhere on its body. If harvested and preserved properly, artificers and enchanters may be able to use the symbols power to create magic items.
Before the expiration, a creature can spend 6 hours and 5gp for alchemical ingredients to dry and treat the mark, allowing it to retain its magic abilities without expiring.											
                                        
											VALUE: 
											40 	gp											
                                        
											WEIGHT: 
											1lb.											
                                        
											EXPIRE: 
											5 days											
                                        CRAFT: Drow Amulet (HHH)											
                                     
                                                                
                                
                                 
                                
                                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, HHH2 and HHH3 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.
                                
Expiration
								Many harvested goods will start to rot and decay after a period of time. Below is a quick overview of how we determine expiration dates, and is used as a guide for 
most harvested items. Note: It is always up to the DM to decide on the exact expiration.
								
								  
									Item Type
									Days
									Explanation
								   
								  
									Body Part
									2 days
									Flesh rots and decays quickly.
								   
								  
									Body Part, Undead
									7 days
									Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
								   
								  
									Bones
									∞
									Bones take a very long time to decay.
								   
								  
									Feathers
									∞
									Feathers take a very long time to decay.
								   
								  
									Ears
									14 days
									Ears are predominantly tough cartilage (soft bone). The skin around the ears rot quickly, but the ear remains intact for some time after.
								   
								  
									Hair
									∞
									Hair takes a very long time to decay.
								   
								  
									Head
									  3 days
									Like other flesh, it rots and decays quickly, but lasts slightly longer
								   
								  
									Hides/Pelts
									10 days
									Hides/Pelts must be treated and soaks in order to retain its usefulness.
								   
								  
									Liquid, Vial (i.e. Blood)
									7 days
									If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
								   
								  
									Liquid, Vial (i.e. Slime)
									14 days
									Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
								   
								  
									Poisons
									14 days
									Most poisons are viable for about 2 week. However, each poison is different. In additions, proficiency with a poisoner's kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison's usefulness)
								   
								  
									Tattoos/Marks
									5 days
									Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
								   
								  
									Wings
									7 days
									While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers.
								   
								 
							                  		 
                  	  
                  		
							Drider
                            Individual Treasure
	    
		
	    	This kind of creature does not normally carry treasure.
 
	 
	    
		
	    	1075 cp, 21 ep
Random Roll: d100 = 28
		 
	         
            
                                        | d100 | cp | sp | ep | gp | pp | 
            										| 01-30 | cp: 
                            4d6 x 100 (1,400) | sp: 
                            — | ep: 
                            1d6 x 10 (35) | gp: 
                            — | pp: 
                            — | 
						| 31-60 | cp: 
                            — | sp: 
                            6d6 x 10 (210) | ep: 
                            — | gp: 
                            2d6 x 10 (70) | pp: 
                            — | 
						| 61-70 | cp: 
                            — | sp: 
                            — | ep: 
                            1d6 x 100 (350) | gp: 
                            2d6 x 10 (70) | pp: 
                            — | 
						| 71-95 | cp: 
                            — | sp: 
                            — | ep: 
                            — | gp: 
                            4d6 x 10 (140) | pp: 
                            — | 
						| 96-100 | cp: 
                            — | sp: 
                            — | ep: 
                            — | gp: 
                            2d6 x 10 (70) | pp: 
                            3d6 (10) | 
	                  		 
					
					
					
					
                  		 
                    		Drider
                            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: 713 cp, 6899 sp, 783 gp, 148 pp
Gems: 15 gems worth 100 gp each
[2 Chrysoberyl, 1 Jet, 1 Amber, 2 Jade, 4 Garnet, 2 Amethyst, 1 Tourmaline, 1 Pearl, 1 Coral]Magic Items (4)
: [2 Weapon +2, 1 Daern's Instant Fortress, 1 Brazier of Commanding Fire Elementals] Random Roll: d100 = 95
		 
	         
            
                                        |  | cp | sp | ep | gp | pp | 
            										| Coins | cp: 
                            2d6 x 100 (700) | sp: 
                            2d6 x 1000 (7000) | ep: 
                            — | gp: 
                            6d6 x 100 (2100) | pp: 
                            3d6 x 10 (105) | 
	
	        
            
                                        | d100 | Gems or Art Objects | Magic Items | 
            										| 01-04 | Gems or Art Objects: 
                            — |  | 
										| 05-10 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            — | 
										| 11-16 | Gems or Art Objects: 
                            3d6 (10) 50 gp gem | Magic Items: 
                            — | 
										| 17-22 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            — | 
										| 23-28 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            — | 
										| 29-32 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            Roll 1d6 times on Magic Item Table A | 
										| 33-36 | Gems or Art Objects: 
                            3d6 (10) 50 gp gems | Magic Items: 
                            Roll 1d6 times on Magic Item Table A | 
										| 37-40 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll 1d6 times on Magic Item Table A | 
										| 41-44 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll 1d6 times on Magic Item Table A | 
										| 45-49 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table B | 
										| 50-54 | Gems or Art Objects: 
                            3d6 (10) 50 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table B | 
										| 55-59 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table B | 
										| 60-63 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table B | 
										| 64-66 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table C | 
										| 67-69 | Gems or Art Objects: 
                            3d6 (10) 50 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table C | 
										| 70-72 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table C | 
										| 73-74 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table C | 
										| 75-76 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            Roll once on Magic Item Table D | 
										| 77-78 | Gems or Art Objects: 
                            3d6 (10) 50 gp gems | Magic Items: 
                            Roll once on Magic Item Table D | 
										| 79 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll once on Magic Item Table D | 
										| 80 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll once on Magic Item Table D | 
										| 81-84 | Gems or Art Objects: 
                            2d4 (5) 25 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table F | 
										| 85-88 | Gems or Art Objects: 
                            3d6 (10) 50 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table F | 
										| 89-91 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll 1d4 times on Magic Item Table F | 
										| 92-94 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll 1d4 times on Magic Item Table F | 
										| 95-96 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll 1d6 times on Magic Item Table G | 
										| 97-98 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll 1d6 times on Magic Item Table G | 
										| 99 | Gems or Art Objects: 
                            3d6 (10) 100 gp gems | Magic Items: 
                            Roll once on Magic Item Table H | 
										| 100 | Gems or Art Objects: 
                            2d4 (5) 250 gp art objects | Magic Items: 
                            Roll once on Magic Item Table H | 
	
	                     	 
                  		       
                      	
                  			Drider
                            Equipment & Other Goods
                            Typically found on (or even "in" the creature)
                            
                            This character usually carries: 1 Longsword, 1 Longbow, 1d6 Arrows, 1 Quiver
	    
		
	    	1 Longsword
[8 gp (quality: .5×, size: 1×, normally 15 gp)][3 lb.]
		  			
		  				low quality, flawed with a  steel blade and a maple wood hilt
		  		
			
1 Longbow
[25 gp (quality: .5×, size: 1×, normally 50 gp)][2 lb.]
		  			
		  				low quality, warped made of oak wood
		  		
			
3 Arrows
[0 gp (quality: 0×, size: 1×, normally 1 gp)][1 lb.]
		  			
		  				destroyed 
		  		
			
1 Quiver
[0 gp (quality: 0×, size: 1×, normally 1 gp)][1 lb.]
		  			
		  				destroyed 
		  		
			
 
	 
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). | 
	                       	                         
                            Drider
                            Meat
	    
		
	    	The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.
 
	 
	    
		
	    	This creature produces 22 pieces of meat, weighing a total of 88 lbs.
			Random Roll: 6d6 = 22
			Large creatures produce 6d6 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.
							
						
Meat and Creature Types
   Some creature types have meat that is inedible (i.e udead), while others carry some sort of stygma (cannibalism, distasteful, unholy). For example, eating a 
celestial may be considered a vile, unholy act; while eating a 
monstrosity may be considered disgusting and distasteful; in addition, 
giants are too similar to most medium-sized humanoids and are often considered inline with cannibalism. Of course, while buying meats with a stygma is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).
     
    
	
	  
	    Creature Type
	    Edible
	    Possible Stigma
	    Sellable
       
	  
	  
	  
	    Celestial
	    Y
	    Cannibalism, Holy Creature
	    N
       
	  
	  
	  
	  
	    Fey
	    Y
	    Cannibalism, Worshipped
	    Some are inedible
       
	  
	  
	    Giant
	    Y
	    Cannibalism, Disgusting Creature
	    N
       
	  
	  
	    Monstrosity
	    *
	    Disgusting Creature
	    N
       
	  
	  
	  
	 
    * Some monstrosities have meat that is edible (DM Discretion)    
		
	
    Eating Meat
	Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).
    
							
	
Drying Meat
	
	The meat can be dried using salt, spices, heat and time. 
     
    
   	
	  	
	    	Drying Method
            Time
          	DC
            Notes
       	 
    	
        
            Smoke Hut
            2 days
            7
            Smoking must be maintained periodically (can't be left alone for days)
       	 
        
            Sun
            16 hours
            15
            Must be in direct sunlight, in over 85°F. 
Set on a hot stone, or hanging from a  rack. 
Higher chance of spoiling.