Quasit
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
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
5
ITEM:
Quasit Venom (vial)
Quasit venom coats a Quasit's claws and teeth. The translucent fluid has a cloudy yellow tint.
Proficiency with the poisoner kit may be used for harvesting this venom. On a successful check, the character harvests a mild form of the venom that must be refined before producing 1 dose of Quasit Poison (see below). On a failed check, the character is unable to extract any venom. If the character fails the check by 5 or more, the character is subjected to the creature's venom.
Refining the Poison: Once the venom is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend an 6 hours and 100gp worth of material to create Quasit Poison (DC 15 Poisoner Kit or Alchemist Supplies check).
Quasit Poison (Injury): A creature can use an action to coat 1 melee weapon, or 3 pieces of ammunition with this poison. The poison lasts for 1 minute, or until the poison successfully affects a target. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage. Once applied, the poison retains potency for 1 minute before drying. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors).
VALUE:
1 gp
WEIGHT:
1lb.
EXPIRE:
14 days
CRAFT: Quasit Poison, Potion of Poison (DMG)
DC:
10
ITEM:
Quasit Blood (vial)
Quasit blood is a yellow fluid with low viscosity. Magic users often use the blood to enhance their familiars for a short time.
Use: The next time you cast the find familiar spell, you may use a vial of quasit blood instead of using the usual material component of the spell. If you do, your summoned familiar gains the quasit's magic resistance (advantage on saving throws against spells and other magical effects). Your familiar also shares this trait with you so long as you are within 10 feet of it. Both of these effects last for 1 hour, or until your familiar is killed, dismissed or pulled into your dimensional pocket.
VALUE:
10 gp
WEIGHT:
1lb.
EXPIRE:
7 days
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.
Quasit
Individual Treasure
This kind of creature does not normally carry treasure.
9 gp
Random Roll: d100 = 93
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) |
Quasit
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: 613 cp, 1635 sp, 88 gp
Art: 3 art objects worth 25 gp each
[1 Embroidered silk handkerchief, 1 Cloth-of-gold vestments, 1 Small mirror set in a painted wooden frame]Magic Items (1)
: [1 Potion of Healing (2d4 + 2)] Random Roll: d100 = 47
|
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 |
|
|
Quasit
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 1 piece of meat, weighing a total of 4 lbs.
Random Roll: 1d1 = 1
Tiny creatures produce 1d1 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.