Gibbering Mouther
Harvesting Table
Instructions: Because this creature is an
Aberration, the player should roll a
Arcana 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: Aberration
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Gibbering Mouther Teeth (small pouch)
DC:
10
A gibbering mouther's teeth is an assorted collection of molars, incisors and fangs from all kinds of creatures. The teeth can be used to create jewelry and decorations.
VALUE:
1 gp
WEIGHT:
6lb.
EXPIRE:
∞
DC:
15
ITEM:
Gibbering Mouther Saliva (vial)
DC:
15
On closer inspection, a gibbering mouther's saliva appears to be a mixture of saliva from various creatures. The saliva has a sharp acidic smell that is so strong it burns the eyes and nose.
Use: As an action, the vial of saliva can be thrown up to 20 feet. The vial explodes in a blinding flash of light on impact. Each creature within 5
feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
VALUE:
10 gp
WEIGHT:
1lb.
EXPIRE:
7 days
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.
Gibbering Mouther
Individual Treasure
This kind of creature does not normally carry treasure.
2 pp
Random Roll: d100 = 97
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) |
Gibbering Mouther
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: 2236 cp, 897 sp, 89 gp
Art: 8 art objects worth 25 gp each
[2 Small gold bracelet, 1 Silver ewer, 1 Cloth-of-gold vestments, 1 Carved bone statuette, 1 Gold locket with a painted portrait inside, 2 Copper chalice with silver filigree]
Random Roll: d100 = 23
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
6d6 x 100 (2100) |
sp:
3d6 x 100 (1050) |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
— |
d100 |
Gems or Art Objects |
Magic Items |
01-06 |
Gems or Art Objects:
— |
Magic Items:
— |
07-16 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
— |
17-26 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
— |
27-36 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
— |
37-44 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
45-52 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table A |
53-60 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
61-65 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table B |
66-70 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table B |
71-75 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table B |
76-78 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table C |
79-80 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table C |
81-85 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table C |
86-92 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table F |
93-97 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table F |
98-99 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table G |
100 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table G |
Gibbering Mouther
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 7 pieces of meat, weighing a total of 28 lbs.
Random Roll: 2d6 = 7
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.
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.