House Rules: Monster Harvesting

A creature's body parts are harvestable within four hours after it died. Body parts must be used or preserved somehow within that time frame as well. Afterwards, the body and its parts lose their potency and value. You can use a harvester's kit (65 gol, 10 uses) to harvest body parts. Without that kit, you are forced to use improvised tools and suffer disadvantage on your skill checks to harvest body parts. You can also use a tanner's kit (10 gol), but only to collect pelts.

Each body part has a natural affinity to certain spells. Spells from spells schools, subschools, or contain a descriptor matching a body part's affinity can use that body part as a power component for additional effects. See House Rules: Power Components to see how. Additionally, some creatures have special abilities which have additional affinities, but only with specific body parts.

To harvest a creature part while retaining its full potency and value, you must succeed a Heal, relevant Knowledge, Profession (butcher, shepard, or tanner), or Survival check. The harvest DC is equal to 10 + the target creature's CR (minimum 1) + creature type modifier + body part location modifier + creature size modifier. The creature must helpless if alive (or active in the case of constructs and undead), or dead and leave a corpse, to make the harvest attempt. You can select only one body part per attempt per hour. For every 10 your result beats the DC, you can attempt another check to harvest one additional body part within that one hour. If the creature is alive while being harvested, the harvesting will do damage to them, and may outright kill them at GM's discretion. Any creature still alive after the harvesting will require spells like regeneration or the regeneration ability to regrow their lost parts.

The gold piece value of the body part equals the creature's CR x (creature's type modifier + size modifier) x body part location modifier x 10.

Some creatures have special qualities. These can be special attacks, spell-like abilities, natural abilities, or just a specific type of nature. Specific parts of their bodies are tied with these qualities, adding additional affinities to that part. The harvest DC is increased by special quality modifier, and its gol value is multiplied by the same modifier. If the creature's body part is linked to multiple special qualities, add up all of the modifiers before multiplying the final value.

Liquids must be preserved in 1-ounce vials (1 gol). Body parts must be preserved in a sealed container, such as a barrel (2 gol for 650 lbs), a bottle (2 gol for 1/5 lbs), or a jug (3 cop for 8 lbs.), and must be filled with embalming fluid (50 gol per 10 lbs.).

Table: Creature Type Modifier

Creature Type Modifier
Aberration +5
Animal +1
Construct +3
Dragon +4
Elemental +5
Fey +3
Humanoid +1
Magical Beast +2
Monstrous Humanoid +2
Ooze +4
Outsider +4
Plant +3
Undead +3
Vermin +1

Table: Creature Size Modifier

Size Modifier
Fine +6
Diminutive +3
Tiny +1
Small +0
Medium +0
Large +0
Huge +1
Gargantuan +3
Colossal +6
(+1) (+4)

Table: Body Part Location Modifier

Body Part Location Modifier Affinity
Chitin, hides, scales, and other natural armor. +2 Abjuration
Gizzards, glands, hearts, livers, and other internal organs. +4 Conjuration
Ears, eyes, tongues, and other sensory organs. +3 Divination
Feathers, fur, hair, spines, and other decorative features. +1 Enchantment
Claws, fangs, horns, essences, and other natural weapons. +1 Evocation
Fingers, tendrils, toes, and other prehensile digits. +1 Illusion
Bones, bile, poison, venom and life-sustaining fluids, such as blood. +3 Necromancy
Feet, hands, paws, wings, and other appendages tied to locomotion. +2 Transmutation

Table: Body Parts and Special Qualities

Special Quality Body Part Modifier Affinity
Acid Ichor +2 Acid
Air type Blood, essence +1 Air
Angel subtype Blood, heart +1 Good
Breath weapon Gland +2 Descriptor matching the element of the breath weapon
Change shape Blood +2 Polymorph
Disease (bite) Bile, tongue +2 Disease
Demon subtype Blood, heart +1 Chaotic, evil
Devil subtype Blood, heart +1 Lawful, evil
Dragon type Blood, bone, heart +1 Draconic
Earth subtype Blood, essence +1 Earth
Fire subtype Blood, essence +1 Fire
Fly Feather, wing +1 Air
Invisibility Blood +2 Glamer
Mythic Any +10 Any mythic spell from other affinities of the same body part
Paralysis (bite) Bile, tongue +2 Fear
Paralysis (claw) Claw +2 Fear
Petrifying gaze Eyes +3 Earth, transmutation
Poison Gland +2 Poison
Regeneration Blood, heart +3 Healing
Stench Gland +2 Poison
Telepathy Brain +3 Mind-effecting
Virgin (mortal humanoid) Blood, heart +1 Evil, good
Water subtype Blood, essence +1 Water
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