Medusa, Harvesting & Loot, treasure from a D&D creature (2024)

Medusa
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: 10

ITEM: Medusa Snake Hair (large pouch)DC:10

A medusa's hair is a nest of venomous serpents. The snakes can be harvested and used by various craftsmen. Some use the snakes for their skin, others for the venom.

VALUE: 25 gp

WEIGHT: 10lb.

EXPIRE: 2 days

DC: 15

ITEM: Medusa HeartDC:15

A medusa's heart is a red bulbous organ, wrapped in muscles and dark veins. The cursed heart seems to radiate with a dark energy, which quickly begins to dissipate as the creatures life essence fades. However, the heart still retains some arcane power that can be harnessed by spellcasters and witches.

VALUE: 50 gp

WEIGHT: 5lb.

EXPIRE: 2 days

CRAFT: Curse of Vanity (HHH)

DC: 20

ITEM: Medusa Head (sack)DC:20

A medusa's gaze turns creatures to stone. It is possible to harvest the head without snuffing out the eye's power. The head is a weapon itself, and can be used to turn a creature to stone. The medusa's curse keeps the head from decaying. It must be safely stored in a sack or chest, or it will lose its power.

Use: A creature can use an action to remove the head from its container and aim the head's gaze at a target within 30 feet. If the target can see the head, it is forced to make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, the target that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. The head has a single charge, which is depleted once another creature meets the head's gaze.

VALUE: 250 gp

WEIGHT: 10lb.

EXPIRE:

CRAFT: Medusa Helm (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.

Medusa
Individual Treasure

Medusa, Harvesting & Loot, treasure from a D&D creature (3)

988 cp, 40 ep

Random Roll: d100 = 22

ROLL AGAIN

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)

Medusa
Treasure Hoard

Medusa, Harvesting & Loot, treasure from a D&D creature (4)

Coins: 570 cp, 6536 sp, 903 gp, 96 pp
Art: 7 art objects worth 25 gp each
[2 Silver ewer, 1 Gold locket with a painted portrait inside, 1 Small gold bracelet, 2 Copper chalice with silver filigree, 1 Cloth-of-gold vestments]

Random Roll: d100 = 23

ROLL AGAIN

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

Medusa
Equipment & Other Goods

Typically found on (or even "in" the creature)

This character usually carries: 1 Shortsword, 1 Longbow, 1d6 Arrows, 1 Quiver

Medusa, Harvesting & Loot, treasure from a D&D creature (5)

1 Shortsword
[5 gp (quality: .5×, size: 1×, normally 10 gp)][2 lb.]
low quality, cracked with a steel blade and a rustic wood hilt

1 Longbow
[75 gp (quality: 1.5×, size: 1×, normally 50 gp)][2 lb.]
superb made of walnut wood

5 Arrows
[5 sp (quality: .5×, size: 1×, normally 1 gp)][1 lb.]
low quality

1 Quiver
[1 sp (quality: .1×, size: 1×, normally 1 gp)][1 lb.]
terrible quality


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.
d100 % Chance Quality Value
1-2 % Chance: 2% Quality: Superb Value: 1.5×
3-5 % Chance: 3% Quality: Almost New Value:
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:

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): Value(x): 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): Value(x):
Large Weight(x): Value(x): 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): Value(x): 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): Note: The increase in value is for the raw materials (as the items are way too large to be useful).

Medusa
Trinkets

Medusa, Harvesting & Loot, treasure from a D&D creature (6)

1 empty poison vial

Random Roll: 1d20 = 18

ROLL AGAIN

1d20

Item

Weight

Value

1

1 waterskin of gray, murky water

5 lb.

2 sp

2

1 shattered pocket mirror

1 lb.

5 cp

3

1 petrified index finger

--

1 sp

4

1 orchid turned to stone

1 lb.

5 cp

5

1 large snake fang tied to a string

--

5 cp

6

1 jade bracelet, of a snake biting its own tail

1 lb.

5 gp

7

1 blindfolded rag doll

2 lb.

4 sp

8

1 bottle of labeled "snake oil"

3 lb.

1 sp

9

1 small silver shield, covered in scratches

10 lb.

35 gp

10

1 dried, useless makeup kit

2 lb.

5 cp

11

1 locket with a scratched out cameo silhouette of a female

--

1 gp

12

1 journal that critiques sculptures

3 lb.

1 sp

13

1 book about removing curses, with many lines crossed out

5 lb.

1 gp

14

1 drawing of a person with their eyes poked out

--

--

15

1 mousetrap

2 lb.

5 cp

16

1 tarot card of "the hermit"

--

3 cp

17

1 iron rock hammer with a head shaped like a snake

2 lb.

1 gp

18

1 empty poison vial

--

1 cp

19

1d4 extremely hard, stale piece(s) of bread

2 lb.

5 sp

20

1d6 dead mice

½ lb.

1 cp

Medusa
Meat

Medusa, Harvesting & Loot, treasure from a D&D creature (7)

There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.

Medusa, Harvesting & Loot, treasure from a D&D creature (8)

This creature produces 6 pieces of meat, weighing a total of 24 lbs.

Random Roll: 2d6 = 6

Medium creatures produce 2d6 worth of meat.

ROLL AGAIN

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.

BeastSize 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

Aberration

N

Inedible

Beast

Y

N

Y

Celestial

Y

Cannibalism, Holy Creature

N

Construct

N

Inedible

Dragon

Y

N

Y

Elemental

N

Inedible

Fey

Y

Cannibalism, Worshipped

Some are inedible

Fiend

N

Inedible

Giant

Y

Cannibalism, Disgusting Creature

N

Humanoid

Y

Cannibalism

N

Monstrosity

*

Disgusting Creature

N

Ooze

N

Inedible

Plant

N

No meat

Undead

N

Inedible

* 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.

DryingMethod

Time

DC

Notes

Oven

6 hours

5

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.

Medusa, Harvesting & Loot, treasure from a D&D creature (2024)

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