Armanite
                            Harvesting Table
                            
                            Instructions: Because this creature is an 
Fiend, 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: Fiend (demon)
                                Skill: Arcana
                                
                                
                              							  	
									
										DC
										Item
										Description
										Value
										Weight
										Exp.
										Crafting
								     
							 	                                      
                                        
											DC: 
											10										
                                        
											ITEM: 
											Armanite Blood (7 vials)											
											
												DC:
												10											
											
										
                                        
											Armanite blood is a thick, dark red substance. Some alchemists and healers make use of the blood in potions.											
                                        
											VALUE: 
											10 	gp											
                                        
											WEIGHT: 
											1lb.											
                                        
											EXPIRE: 
											7 days											
                                        											
                                     
                                                                        
                                        
											DC: 
											15										
                                        
											ITEM: 
											Armanite Hoof (x2)											
											
												DC:
												15											
											
										
                                        
											An Armanite's hooves are strong enough to mash stone to dust. A skilled weaponsmith may be able to use the hooved to create powerful bludgeoning weapons. The hooves are also used to create crafts and jewelry.											
                                        
											VALUE: 
											15 	gp											
                                        
											WEIGHT: 
											20lb.											
                                        
											EXPIRE: 
											∞											
                                        CRAFT: Any melee
bludgeoning
weapon, +1
(DMG)											
                                     
                                                                        
                                        
											DC: 
											15										
                                        
											ITEM: 
											Armanite Hide											
											
												DC:
												15											
											
										
                                        
											An armanite's hide can be crafted into extremely tough, redish-brown leather. A skilled armorsmith can craft the leather into a strong armor that always feels warm to the touch.											
                                        
											VALUE: 
											45 	gp											
                                        
											WEIGHT: 
											30lb.											
                                        
											EXPIRE: 
											∞											
                                        CRAFT: Studded
Leather, +1
(DMG)											
                                     
                                                                        
                                        
											DC: 
											20										
                                        
											ITEM: 
											Armanite Horn (x2)											
											
												DC:
												20											
											
										
                                        
											The horns of an armanite are strong as steel. Like most horns, they can be reshaped into musical instruments or large drinking horns. They can also be ground into a fine dust, which can be refined and used to strengthen weapons and armor.											
                                        
											VALUE: 
											75 	gp											
                                        
											WEIGHT: 
											10lb.											
                                        
											EXPIRE: 
											∞											
                                        											
                                     
                                                                        
                                        
											DC: 
											25										
                                        
											ITEM: 
											Armanite Serrated Tail											
											
												DC:
												25											
											
										
                                        
											An armanite has a whiplike tail that ends in a sharp serrated blade. Harvesting can be difficult, as the blade may crack when it is removed from the body. The tail can be used to create sharp weapons and tools.											
                                        
											VALUE: 
											200 	gp											
                                        
											WEIGHT: 
											12lb.											
                                        
											EXPIRE: 
											∞											
                                        CRAFT: Any melee
slashing
weapon, +1
(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, 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.
								   
								 
							                  		 
                  	  
                  		
							Armanite
                            Individual Treasure
	    
		
	    	86 sp, 58 gp
Random Roll: d100 = 57
		 
	         
            
                                        | 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) | 
	                  		 
					
					
					
					
                  		 
                    		Armanite
                            Treasure Hoard
	    
		
	    	Coins: 708 cp, 3332 sp, 2966 gp, 155 pp
Gems: 16 gems worth 100 gp each
[2 Jade, 3 Pearl, 4 Jet, 1 Chrysoberyl, 2 Coral, 1 Amber, 1 Spinel, 1 Tourmaline, 1 Amethyst]Magic Items (2)
: [1 Quaal's Feather Token, Anchor, 1 Potion of Superior Healing (8d4 + 8)] Random Roll: d100 = 72
		 
	         
            
                                        |  | 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 | 
	
	                     	 
                  		                      
						  Armanite
                          Trinkets
							
	    
		
	    	1 flask of blood from an unknown source
Random Roll: 1d20 = 12
	    	  
	                                     
									
									  
									  									  
										1
										1 hooked torturer's tool                                        	
										1 lb.
										7 sp
									   
									  									  
										2
										1 necklace of human teeth                                        	
										1 lb.
										3 sp
									   
									  									  
										3
										1 indecipherable map, drawn on a piece of skin                                        	
										1 lb.
										1 sp
									   
									  									  
										4
										1 preserved human heart that is hard as a rock                                        	
										6 lb.
										5 gp
									   
									  									  
										5
										1 length of chain (1 foot) with an extremely difficult lock (DC 20)                                        	
										4 lb.
										6 gp
									   
									  									  
										6
										1 devil's tooth engraved with runes                                        	
										2 lb.
										5 sp
									   
									  									  
										7
										1 vial of acid that reads "special sauce"                                        	
										1 lb.
										25 gp
									   
									  									  
										8
										1 hellwasp larvae preserved in red amber                                        	
										½ lb.
										5 sp
									   
									  									  
										9
										1 ring made of small finger bones                                        	
										--
										5 sp
									   
									  									  
										10
										1 human skull carved into a flagon                                        	
										6 lb.
										3 sp
									   
									  									  
										11
										1 parchment with a crude diagram of a torture device                                        	
										--
										1 sp
									   
									  									  
										12
										1 flask of blood from an unknown source                                        	
										5 lb.
										3 sp
									   
									  									  
										13
										1 large piece of black charcoal carved into a sneering face                                        	
										3 lb.
										2 sp
									   
									  									  
										14
										1 pickled human tongue                                        	
										1 lb.
										3 cp
									   
									  									  
										15
										1 glass eyeball with an iron needle piercing through the middle                                        	
										1 lb.
										1 sp
									   
									  									  
										16
										1 bloody dagger, with a long shard of glass for a blade and a hilt wrapped in leather made from human skin                                        	
										1 lb.
										3 sp
									   
									  									  
										17
										1 parchment with a list of names, titled "victims"                                        	
										--
										--
									   
									  									  
										18
										1 gnawed thigh bone                                        	
										3 lb.
										--
									   
									  									  
										19
										1 set of toothpicks carved from bones                                        	
										--
										1 cp
									   
									  									  
										20
										1d4 slab(s) of dried human meat                                        	
										2 lb.
										5 cp
									   
									                                                  
                            Armanite
                            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 28 pieces of meat, weighing a total of 112 lbs.
			Random Roll: 6d6 = 28
			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.