Bone Devil (Osyluth)
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 (devil)
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Bone Devil Bones (large bag)
DC:
10
A bone devil's bones are as hard as steel, and due to the creature's origins, are resistant to fire. Weaponsmiths, blacksmiths and crafters may be able to create tools and weapons from these bones.
VALUE:
20 gp
WEIGHT:
40lb.
EXPIRE:
∞
DC:
15
ITEM:
Bone Devil Skin
DC:
15
The thin layer of skin that stretches over the bone devil's emaciated form can be harvested, oiled and treated. The skin is too thin to be useful in apparel, however, leatherworkers may be able to make thin sheets of a unique vellum which are useful within the arcane community.
VALUE:
100 gp
WEIGHT:
6lb.
EXPIRE:
10 days
CRAFT: Devil Vellum (HHH)
DC:
20
ITEM:
Bone Devil Stinger
DC:
20
A bone devil's stinger contains a strong poison. A skilled harvester can remove the stinger which is useful to alchemists and poisoners.
Proficiency with the poisoner kit may be used for harvesting the stinger. On a successful check, the character harvests the creature's stinger that must be refined before producing 1 dose of Bone Devil 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 is subjected to the creature's sting (5d6 damage, or DC 14 Constitution save for half).
Refining the Poison: Once the stinger is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 3 days and 400gp worth of material to create Bone Devil Poison (DC 18 Poisoner Kit or Alchemist Supplies check).
Bone Devil Poison: Bone Devil Poison is slightly weaker than Wyvern Poison (see DMG p258). A creature hit with this poison must make a DC 14 Constitution saving throw. Failure results in 5d6 damage and the creature becomes poisoned for 1 minute. Success for half damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. This poison usually sells for 800gp, but the poison is often considered an illicit good (and may not be sold to normal vendors).
VALUE:
400 gp
WEIGHT:
15lb.
EXPIRE:
∞
CRAFT: Bone Devil Poison
DC:
20
ITEM:
Bone Devil Wings (x2)
DC:
20
A bone devil's translucent wings appear light and fragile, but are surprisingly strong. Leatherworker praise the thin material because of its transparency and durability, which is unique in their profession. Artificers desire the wings for the magic they retain, even after death.
VALUE:
250 gp
WEIGHT:
20lb.
EXPIRE:
7 days
CRAFT: Infernal Wings (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.
Bone Devil (Osyluth)
Individual Treasure
127 gp
Random Roll: d100 = 85
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) |
Bone Devil (Osyluth)
Treasure Hoard
Coins: 1194 cp, 11432 sp, 943 gp, 137 pp
Art: 6 art objects worth 250 gp each
[2 Gold ring set with bloodstones, 1 Silver necklace with a gemstone pendant, 1 Gold bird cage with electrum filigree, 1 Carved ivory statuette, 1 Box of turquoise animal figurines]Magic Items (4)
: [2 Potion of Giant Strength (Hill Giant), 1 Driftglobe, 1 Mariner's Armor] Random Roll: d100 = 61
|
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 |
Bone Devil (Osyluth)
Trinkets
1 unsigned contract for a soul
Random Roll: 1d20 = 17
1
1 hooked torturer's tool
1 lb.
7 sp
2
1 necklace of human teeth
1 lb.
3 sp
3
1 undecipherable 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 demon'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 crude, bloody dagger made from a long shard of glass
1 lb.
3 sp
17
1 unsigned contract for a soul
--
--
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
Bone Devil (Osyluth)
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 15 pieces of meat, weighing a total of 60 lbs.
Random Roll: 6d6 = 15
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.