Quasit

Tiny fiend (demon), chaotic evil
200 XP
Challenge Rating
1
7
HP
3d4
HP Roll
13 (DEX)
AC

In the shadowed realms of darkness and infernal pacts, the Quasit slinks as a small but menacing creature. With its grotesque appearance, deceptive nature, and connection to demonic forces, the Quasit embodies trickery, chaos, and the allure of demonic power.

The Quasit is a fiendish creature, resembling a small, impish humanoid with leathery wings and sharp claws. Its skin is mottled and sickly, often bearing hues of sickly green or sickly gray. Its face is twisted, with a mouth full of jagged teeth and glowing, malevolent eyes that peer into the darkest corners of one’s soul.

As minions of demonic entities, Quasits are drawn to darkness and revel in chaos. They possess the ability to turn invisible at will, allowing them to stalk their prey or hide from prying eyes. Quasits are mischievous creatures, delighting in sowing discord and confusion. They are skilled at deception, often assuming the form of small animals or humanoid creatures to manipulate and corrupt mortals.

Quasits are also known for their connection to dark magic. They can wield spells of illusion, conjuration, and necromancy, further enhancing their ability to sow chaos and cause harm. While their magic may not be as potent as higher-ranking demons, Quasits are adept at using their spells to weaken opponents or create distractions.

Quasits are often found in the service of powerful warlocks or dark sorcerers who have made pacts with demonic entities. They act as familiars or companions, serving their masters in exchange for power or souls. However, their loyalty is tenuous, and they may seize opportunities to cause harm or betray those who wield their dark magic.

Encountering a Quasit is to face a creature of malevolence and deceit. Its presence exudes an aura of treachery and maleficence, as it lurks in the shadows, waiting to exploit weaknesses and sow chaos. Engaging a Quasit requires both vigilance and mental fortitude, as its abilities of invisibility, dark magic, and cunning make it a formidable opponent.

Quasits add a touch of infernal intrigue and the allure of demonic influence to the tapestry of the world. They serve as reminders of the dangers and temptations that lurk in the shadows, as well as the consequences of delving into dark pacts and dabbling in forbidden magic. Whether encountered as cunning adversaries or as companions with hidden agendas, Quasits bring a sense of sinister presence and demonic influence to the realms of adventure and exploration.

Special Abilities

Shapechanger

The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed . It reverts to its true form if it dies.

Magic Resistance

The quasit has advantage on saving throws against spells and other magical effects.

Actions

  • Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Scare: One creature of the quasit’s choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
  • Invisibility: The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Speed

40′
walk
Damage Resistances
cold | fire | lightning | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
poison
Condition Immunities
Poisoned
Proficiencies
  • Skill: Stealth +5
Senses
  • Passive Perception: 10
  • Darkvision: 120′
Languages
Abyssal, Common

Credits: SRD 5.1