Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
Saving Throws (suggested) Dex +5
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Regeneration (suggested). The quasit regains 1 hit points at the start of its turn. The quasit dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles one of the following forms:
- Bat (speed 10 ft. fly 40 ft.),
- Centipede (40 ft., climb 40 ft.), or
- 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.
Shapechanger (suggested). The quasit can use its action to polymorph into a beast form that resembles one of the following forms:
- Bat (speed 10 ft. fly 40 ft.)
- Giant Centipede (40 ft., climb 40 ft.)
- Toad (40 ft., swim 40 ft.)
- Wolf (40 ft.)
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
- Multiattack (suggested). The quasit makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage,
- Claws. Melee Weapon Attack: +5 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 (1/Day). One creature of the quasit’s choice within 20 feet 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A quasit is a tiny fiend that resembles a twisted and deformed humanoid with bat-like wings, sharp claws, and a long tail. Its skin is usually red, black, or green, and its eyes glow with malice. A quasit can change its shape into a bat, a centipede, or a toad, but it retains its fiendish nature and abilities in any form. A quasit speaks Abyssal and Common, and often uses its telepathy to communicate with other creatures.
A quasit is a chaotic evil counterpart to an imp, a type of devil. The chaotic evil priests and wizards who quasits “serve” gain the same benefits and disadvantages that an imp’s master does. A quasit can turn invisible, detect good, or detect magic at will. It can also unleash a blast of fear with a 30 foot range radius once per day. Once each week, the quasit can commune with the lower planes (asking up to 6 questions).
COMBAT
A quasit is a cowardly and cunning creature that prefers to avoid direct confrontation with stronger foes. It uses its invisibility and shapechanging abilities to spy, ambush, or escape from danger. A quasit can also use its scare ability to frighten weaker creatures, or its poison claws to inflict pain and suffering on its enemies. A quasit is loyal to its master, usually a more powerful demon or a mortal spellcaster who summoned it as a familiar. A quasit will obey its master’s commands, but it will also try to corrupt or betray them if it sees an opportunity.
HABITAT / SOCIETY
A quasit is native to the Abyss, the chaotic evil plane of existence where demons dwell. There, it serves as a minion, messenger, spy, or servant for more powerful demons. A quasit may also be found on other planes where it was summoned or banished by magic. A quasit may form a pact with a mortal spellcaster who seeks its knowledge and power, but it will also seek to manipulate and tempt them into evil deeds. A quasit has no interest in forming bonds with other creatures, except for those who share its alignment or serve the same master.
ECOLOGY
A quasit is a manifestation of evil and chaos that feeds on fear and pain. It has no natural predators or allies, except for those who share its alignment or serve the same master. A quasit does not need to eat or drink, but it enjoys torturing and devouring living creatures for fun. A quasit does not age or reproduce naturally, but it can be created from a soul larva or a mane by the will of a more powerful demon. A quasit can also be destroyed by magic or by the forces of good.
Top 5 Quasits and Their Masters in D&D History
Quasits are tiny and twisted demons that serve as familiars or spies for evil spellcasters. They are cunning, mischievous, and sadistic creatures that can shapechange, turn invisible, and cause fear. They are loyal to their masters, but also seek to corrupt or betray them if they can. In this blog post, we will look at the top 5 quasits and their masters in D&D history, based on their fame, power, and influence. These are the quasits that have left a mark on the world of D&D, for better or for worse.
- Shovel: A cheeky quasit that can be summoned by a scroll found in the apothecary cellar in Blighted Village. It can serve as a familiar for any spellcaster who can persuade it to join them. It has a habit of calling its master a “spellshite” and making sarcastic remarks.
- Grimalkin: A cunning quasit that served as the familiar of the archmage Manshoon, one of the founders of the Zhentarim. It helped Manshoon spy on his enemies and allies, and also acted as his assassin. It was killed by Fzoul Chembryl, another Zhentarim leader, who used its blood to create a clone of Manshoon.
- Sly Nye: A mischievous quasit that served as the familiar of the gnome illusionist Dalamar Argent. It enjoyed playing pranks on Dalamar’s enemies and friends, and often got into trouble for its antics. It was loyal to Dalamar, but also had a secret crush on his apprentice, Jenna.
- Zuzu: A loyal quasit that served as the familiar of the tiefling warlock Zariel, who later became the archdevil of Avernus. It followed Zariel into the Nine Hells, where it witnessed her fall from grace and corruption by Asmodeus. It still remained by her side, hoping to redeem her someday.
- Rixxik: A vicious quasit that served as the familiar of the drow necromancer Vizeran DeVir. It helped Vizeran conduct his experiments on undead and demons, and also acted as his guard dog. It hated anyone who approached Vizeran, especially his former lover, Lolth’s priestess Erelhei-Cinlu.