Cosmic Horror
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:
Cosmic Horror Blood (7 vials)
DC:
10
A cosmic horror's blood is a dark-gray, thick liquid. The blood is valued by spellcasters and anyone studying the Far Realm.
VALUE:
100 gp
WEIGHT:
1lb.
EXPIRE:
7 days
DC:
15
ITEM:
Cosmic Horror Hide
DC:
15
A cosmic horror's hide is strong and rubbery. The hide can only be harvested from certain areas of the creature, in order to find workable material. This rubber-like fabric is used in protective cloaks and strong leather armor.
VALUE:
2000 gp
WEIGHT:
20lb.
EXPIRE:
10 days
CRAFT: Leather Armor +1 (DMG), Cloak of Protection (DMG)
DC:
20
ITEM:
Cosmic Horror Poison Sack
DC:
20
A cosmic horror has the ability to expel a poisonous foul gas. This gas builds up and is stored in a sac somewhere in the creature's torso.
If the sac is removed too quickly, or incorrectly, it may burst. On a successful harvesting check, the character harvests the gas sac. On a failed check, the character is unable to extract the gas sac. If the character fails the check by 5 or more, the character must make a DC 21 Constitution save or take 14 (4d6) poison damage.
Use: As an action you may throw the sac up to 20 feet, where it explodes. Each creature in a 10-foot radius must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage.
VALUE:
200 gp
WEIGHT:
15lb.
EXPIRE:
7 days
DC:
20
ITEM:
Cosmic Horror Pineal Gland
DC:
20
A cosmic horror's pineal gland is believed to power the creature's powerful psychic whisper. The gland is a pea-shaped mound of soft, gray flesh, about the size of a basketball. The gland is prized by psionic researchers.
VALUE:
1000 gp
WEIGHT:
20lb.
EXPIRE:
∞
DC:
25
ITEM:
Cosmic Horror Heart (1d3)
DC:
25
A cosmic horror often has multiple hearts. The creature's heart is a powerful organ that pumps its dark blood throughout it's enormous body. The heart is prized by master artificers and wizards, who can use the heart in elaborate pumping machines.
VALUE:
4000 gp
WEIGHT:
80lb.
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.
Cosmic Horror
Individual Treasure
This kind of creature does not normally carry treasure.
2690 gp, 525 pp
Random Roll: d100 = 34
d100 |
cp |
sp |
ep |
gp |
pp |
01-15 |
cp:
— |
sp:
— |
ep:
2d6 x 1000 (7000) |
gp:
8d6 x 100 (2800) |
pp:
— |
16-55 |
cp:
— |
sp:
— |
ep:
— |
gp:
1d6 x 1000 (3500) |
pp:
1d6 x 100 (350) |
56-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
1d6 x 1000 (3500) |
pp:
2d6 x 100 (700) |
Cosmic Horror
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: 13332 gp, 2978 pp
Gems: 5 gems worth 5000 gp each
[2 Jacinth, 2 Ruby, 1 Black sapphire]Magic Items (1)
: [1 Potion of Speed] Random Roll: d100 = 43
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
— |
sp:
— |
ep:
— |
gp:
12d6 x 1000 (42,000) |
pp:
8d6 x 1000 (28,000) |
d100 |
Gems or Art Objects |
— |
01-02 |
Gems or Art Objects:
— |
—:
— |
03-05 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d8 times on Magic Item Table C |
06-08 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d8 times on Magic Item Table C |
09-11 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d8 times on Magic Item Table C |
12-14 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d8 times on Magic Item Table C |
15-22 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d6 times on Magic Item Table D |
23-30 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table D |
31-38 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table D |
39-46 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d6 times on Magic Item Table D |
47-52 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d6 times on Magic Item Table E |
53-58 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table E |
59-63 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table E |
64-68 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d6 times on Magic Item Table E |
69 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table G |
70 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table G |
71 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table G |
72 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table G |
73-74 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
75-76 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
77-78 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
79-80 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
81-85 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table I |
86-90 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table I |
91-95 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table I |
96-100 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table I |
Cosmic Horror
Meat
This creature produces 77 pieces of meat, weighing a total of 308 lbs.
Random Roll: 8d20 = 77
Gargantuan creatures produce 8d20 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.