Merrow
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:
5
ITEM:
Merrow Blood (3 vials)
DC:
5
Compared to regular merfolk, the transformed nature of the merrow makes their blood
more useful when used in alchemy. One of the most common uses of their blood is for
the ubiquitous potion of water breathing. Ironically, a failed merrow assault can lead to
survivors using their blood as a means to go back and hunt their attackers in their own
domain.
VALUE:
1 gp
WEIGHT:
1lb.
EXPIRE:
7 days
CRAFT: Potion of Water Breathing (DMG)
DC:
10
ITEM:
Merrow Scales (small pouch)
DC:
10
Merrow scales are a dull blue color. The small, hard scales are useful when creating jewelry and decorations. Some dyers and alchemists use the scales to create deep blue dyes and paints.
VALUE:
5 sp
WEIGHT:
6lb.
EXPIRE:
∞
DC:
15
ITEM:
Merrow Claw (x2)
DC:
15
A merrow has long, black, sharp claws, used for snatching prey and rending flesh. The claws can be fashioned into small blades or tools.
VALUE:
3 gp
WEIGHT:
6lb.
EXPIRE:
∞
DC:
20
ITEM:
Merrow Heart
DC:
20
A merrow's heart is a bulbous blue ball of flesh and veins. The heart has a loose connection to the Abyss and the demon lord Demogorgon. Spellcasters, especially summoners, and demonologists value the heart.
VALUE:
10 gp
WEIGHT:
3lb.
EXPIRE:
2 days
CRAFT: Merrow 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 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.
Merrow
Individual Treasure
This kind of creature does not normally carry treasure.
6 ep
Random Roll: d100 = 64
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) |
Merrow
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: 3209 cp, 713 sp, 24 gp
Art: 6 art objects worth 25 gp each
[2 Pair of engraved bone dice, 1 Black velvet mask stitched with silver thread, 2 Cloth-of-gold vestments, 1 Silver ewer]Magic Items (3)
: [2 Potion of Greater Healing (4d4 + 4), 1 Oil of Slipperiness] Random Roll: d100 = 67
|
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 |
|
|
Merrow
Equipment & Other Goods
Typically found on (or even "in" the creature)
This character usually carries: 1 Harpoon
1 Harpoon
[1 sp (quality: .1×, size: 1×, normally 1 gp)][3 lb.]
terrible quality with an ironwood shaft and a gilded bronze tip
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. Note: this particular creature will never carry quality weapons, or they may be easily destroyed in combat. As such, this creature will not use the RED rows in the table below.
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). |
Merrow
Trinkets
1 sealed clamshell (small black pearl inside, 5gp)
Random Roll: 1d20 = 3
1
1 seaweed sash belt lined with 3 human skulls
20 lb.
5 sp
2
1 necklace made of fish bones
--
1 sp
3
1 sealed clamshell (small black pearl inside, 5gp)
--
2 cp
4
1 pouch of dirty gray fish scales
2 lb.
3 cp
5
1 jar of spoiled caviar
4 lb.
1 cp
6
1 crude stone carving of a kraken
3 lb.
1 sp
7
1 pouch of black sand
3 lb.
1 sp
8
1 bracelet of shark teeth
½ lb.
1 sp
9
1 waterskin of saltwater
5 lb.
2 sp
10
1 piece of dark driftwood
3 lb.
5 cp
11
1 smooth aquamarine stone
2 lb.
5 sp
12
1 torn net (unusable)
3 lb.
1 sp
13
1 bloated human hand
3 lb.
1 sp
14
1 bottle of air
1 lb.
1 sp
15
1 dark stone pendant of a forked tail wrapped around a skull (symbol of Demogorgon)
2 lb.
5 sp
16
1 piece of fabric crudely made of stitched merfolk fins
1 lb.
3 sp
17
1 bloody dagger made from a small kraken's claw
1 lb.
2 gp
18
1 jar of fish intestines
5 lb.
5 cp
19
1d4 whole fish (spoils in 1 day)
2 lb.
5 cp
20
1d8 string lined with merfolk ear(s)
5 lb.
1 gp
Merrow
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 8 pieces of meat, weighing a total of 32 lbs.
Random Roll: 6d6 = 8
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.