Water Weird
Harvesting Table
Instructions: Because this creature is an
Elemental, 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: Elemental
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Water Weird Fluid (vial)
DC:
10
When a water weird disperses, it loses its form and gravity pulls the water downward. It may be possible to collect some of this water, which alchemists can use to lower the viscosity of certain substances.
Harvesting note: 20 DC if the water weird disperses into a pool of water over 10 ft in diameter.
Use: If a character has proficiency with alchemy supplies or a poisoner kit, they can make a DC 15 check to use the vial of water weird fluid to create a second vial of poison from one they have (while retaining the poison's potency). On a successful roll, the vial of water weird fluid is used to create two vials of poison, from a single vial. Failure ruins both the poison and the water weird fluid, making both useless. The water weird fluid is completely used up in this process.
VALUE:
25 gp
WEIGHT:
1lb.
EXPIRE:
∞
DC:
15
ITEM:
Elemental Water Essence (vial)
DC:
15
When a water weird disperses, the water it leaves behind can contain traces amounts of elemental energy that can be harnessed using a magical container. Requires an enchanted vial.
Harvesting note: 20 DC if the water elemental disperses in a body of water larger than 10 feet in diameter.
VALUE:
100 gp
WEIGHT:
1lb.
EXPIRE:
∞
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 and HHH2 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.
Water Weird
Individual Treasure
This kind of creature does not normally carry treasure.
11 sp
Random Roll: d100 = 46
d100 |
cp |
sp |
ep |
gp |
pp |
01-30 |
cp:
5d6 (17) |
sp:
— |
ep:
— |
gp:
— |
pp:
— |
31-60 |
cp:
— |
sp:
4d6 (14) |
ep:
— |
gp:
— |
pp:
— |
61-70 |
cp:
— |
sp:
— |
ep:
3d6 (10) |
gp:
— |
pp:
— |
71-95 |
cp:
— |
sp:
— |
ep:
— |
gp:
3d6 (10) |
pp:
— |
96-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
— |
pp:
1d6 (3) |
Water Weird
Treasure Hoard
This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.
Coins: 2925 cp, 711 sp, 59 gp
Gems: 10 gems worth 10 gp each
[1 Lapis lazuli, 1 Banded agate, 1 Rhodochrosite, 2 Blue quartz, 2 Moss agate, 1 Azurite, 2 Tiger eye]Magic Items (2)
: [1 Potion of Greater Healing (4d4 + 4), 1 Potion of Climbing] Random Roll: d100 = 41
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
6d6 x 100 (2100) |
sp:
3d6 x 100 (1050) |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
— |
d100 |
cp:
Gems or Art Objects |
sp:
— |
ep:
Magic Items |
|
|
01-06 |
cp:
— |
|
ep:
— |
|
|
07-16 |
cp:
2d6 (7) 10 gp gems |
|
ep:
— |
|
|
17-26 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
— |
|
|
27-36 |
cp:
2d6 (7) 50 gp gems |
|
ep:
— |
|
|
37-44 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
45-52 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
53-60 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table A |
|
|
61-65 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
66-70 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
71-75 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table B |
|
|
76-78 |
cp:
2d6 (7) 10 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
79-80 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
81-85 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table C |
|
|
86-92 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table F |
|
|
93-97 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table F |
|
|
98-99 |
cp:
2d4 (5) 25 gp art objects |
|
ep:
Roll 1d6 times on Magic Item Table G |
|
|
100 |
cp:
2d6 (7) 50 gp gems |
|
ep:
Roll 1d6 times on Magic Item Table G |
|
|