Quasit Species in Asyur | World Anvil

Quasit (/ˈkwɑːzɪtz/ KWA-zitz/)

Basic Information

Anatomy

Quasits stood somewhere between 1–2 feet (0.3–0.6 meters) tall and weighed around 8 pounds (3.62 kilograms). Their tiny humanoid forms had green skin covered in warts and pustules. Their tails were covered in barbs while their horns were spiky. Both their hands and feet were slender, with long, claw-tipped digits. Some quasits had a pair of bat-like wings that marked their visual similarity to imps.
Scientific Name
Fiend

Harvesting

Harvesting Note: Devils slain on the Material Plane combust into ash or dissolves into a foul ichor, and return to the Nine Hells. To properly harvest a devil, they must be killed in the Nine Hells.   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/Use
5 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. 1 gp 1lb 14 days 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) (DMG): 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).
10 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. 10 gp 1lb 7 days 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.

Harvesting 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 1d1 pieces of meat, weighing a total of 4 lbs a piece.

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