Monster Harvesting Handbook DM in Mestelan | World Anvil
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Monster Harvesting Handbook DM

Aboleth

Tentacles (1d4)
Worth 350 gold
Harvest DC 25
Can be used as a basic whip. Three can crafted together with Smith Tools into a Tentacle Rod however that is a Drow secret technique.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Mucous
Worth 590 gold
Harvest DC 20
Acts as basic poison. Can be carefully crafted with alchemist’s supplies into a poison called Aboleth’s Bane.
When ingested, a creature must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by Heal or another disease-curing spell of 6th level or higher. While in this stage of the disease, the creature takes 1d12 acid damage every 10 minutes unless it is submerged in water or has at least two gallons of water poured on its skin.
Tail
Worth 500 gold
Harvest DC 15
Can be carefully crafted with leatherworker's tools into a magical Whip.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Teeth
Worth 45 gold
Harvest DC 13
A set of 20 teeth can act as a bag of caltrops. Can be carefully crafted with jeweler’s tools into a set of dice that can be used to the whim of the thrower.
Dice, once attuned, will have advantage on gambling throws. The owner of the dice can choose to reroll one dice of their choosing and keep whichever roll they prefer per round of gambling.
Hide
Worth 50 gold
Harvest DC 12
Acts as a blanket. Can be mastercrafted with leatherworker’s tools into a Cloak of the Manta Ray.
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Bladder
Worth 52 gold
Harvest DC 15
Acts as a waterskin. Can be mastercrafted with leatherworker’s tools into a Decanter of Endless Water, with the additional choice of delivering toxic water on the “Stream” command. The Toxic Water acts as basic poison if ingested.
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Angel

Deva

Feathers (1d6)
Worth 590 gold
Harvest DC 15
Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Used to craft Greater Healing Potions.
Angelic Blood
Worth 1000 gold
Harvest DC 18
When ingested, heals 2d8+3 hit points and cures any disease afflicting the consumer.

Planetar

Feathers (1d8)
Worth 1500 gold
Harvest DC 18
Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Used to craft Superior Healing Potions.
Angelic Blood
Worth 2000 gold
Harvest DC 20
When ingested, heals 4d8+3 hit points and cures any disease or poison afflicting the consumer.

Solar

Feathers (1d12)
Worth 5000 gold
Harvest DC 20
Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Used to craft Supreme Healing Potions.
Angelic Blood
Worth 5000 gold
Harvest DC 23
When ingested, heals 6d8+3 hit points and cures any disease, poison, blindness, or deafness afflicting the consumer.

Ankheg

Claw (1d6)
Worth 25 gold
Harvest DC 10
Acts as a shovel. Can be carefully crafted with smith’s tools into a Greatsword that deals 1d6 acid damage.
Acid Gland
Worth 45 gold
Harvest DC 13
Acts as a vial of acid. Can be crafted with alchemist’s supplies into a Vial of Potent Acid. 3d6 acid damage on failed DC
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. Vial of acid does 2d6 acidic damage on hit. Vial of Potent Acid does 3d6 acidic damage on hit.

Azer

Heart
Worth 100 gold
Harvest DC 16
If touched or held, deals 5 fire damage per round to the holder. If placed in a fire, it returns to the Elemental Plane of Fire. The heart burns out in 1d4 hours. While burning, can be carefully crafted by a spellcaster into Red Corundum.
This red corundum contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Ape

Regular

Paws (1d4)
Worth 50 gold
Harvest DC 10
Can be crafted with leatherworker's tools into Gloves of Agile Climbing.
While wearing gloves of agile climbing, you gain advantage on athletic checks.
Hide
Worth 10 gold
Harvest DC 16
Acts as a blanket. Can be crafted with leatherworker's kit into leather armor. AC 11

Giant

Paws (1d4)
Worth 270 gold
Harvest DC 20
Can be crafted with leatherworker's tools into Gauntlets of Ogre Power.
Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them.
Hide
Worth 15 gold
Harvest DC 18
Acts as a blanket. Can be crafted with leatherworker's kit into leather armor that is sturdier than most. AC 14

Axe Beak

Beak
Worth 12 gold
Harvest DC 10
Can be crafted with smith tools into Orinthal Hand Axe. +4 to hit 1d8 + 2 slashing damage.

Badger

Regular

Hide
Worth 10 gold
Harvest DC 16
Acts as a blanket. Can be crafted with leatherworker's kit into leather armor. AC 11

Giant

Hide
Worth 15 gold
Harvest DC 18
Acts as a blanket. Can be crafted with leatherworker's kit into leather armor that is sturdier than most. AC 14

Banshee

Ectoplasm
Worth 4000 gold
Harvest DC 25
Can be crafted with alchemist’s supplies into a Potion of Invisibility or an Oil of Etherealness.
Potion of Invisibility looks empty but feels as though it holds liquid. When you drink it, you become Invisible for 1 hour. Anything you wear or carry is Invisible with you. The Effect ends early if you Attack or Cast a Spell.
Oil of Etherealness can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the Effect of the Etherealness spell for 1 hour.
Spirit Dust
Worth 12 gold
Harvest DC 13
Acts as Dust of Disappearance.
When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d4 minutes. The Duration is the same for all subjects, and the dust is consumed when its magic takes Effect. If a creature affected by the dust attacks or casts a spell, the Invisibility ends for that creature.

Basilisk

Eye
Worth 500 gold
Harvest DC 18 When held, a creature can use the eye to cast Flesh to Stone (save DC 12). This consumes the eye.
You attempt to turn one creature that you can see within range into stone. If the Targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden. On a successful save, the creature isn't affected.   A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the Petrified condition for the Duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.   If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your Concentration on this spell for the entire possible Duration, the creature is turned to stone until the Effect is removed.
Fang
Worth 20 gold
Harvest DC 14 Acts as a dagger. Can be crafted with smith’s tools into a dagger that deals 1d6 poison damage on a hit.
Stomach
Worth 3000 gold
Harvest DC 25 Can be mastercrafted with alchemist’s supplies into a Stone Salve, which ends the petrified condition on a creature it is applied to.
This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.

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