Quasit

- Size: Tiny
- Type: Fiend (Demon)
- Alignment: Chaotic Evil
- AC: 13
- Initiative: +7 (17)
- HP: 14 (4d4+4)
- Speed: 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 5 | -3 | -3 |
| DEX | 17 | +3 | +3 |
| CON | 12 | +1 | +1 |
| INT | 7 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
- Skills: Stealth +5
- Resistances: Cold, Fire, Lightning
- Immunities: Poison; Poisoned
- Senses: Darkvision 120 ft.; Passive Perception 10
- Languages: Abyssal, Common
- CR: 1 (XP 200; PB +2)
Traits
Demonic Restoration. If the quasit dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Actions
Claw (Demon Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4+3) Piercing damage plus 2 (1d4) Poison damage.
Scare (1/Day). Constitution Saving Throw: DC 10, one creature of the quasit's choice within 20 feet. Failure: The target has the Frightened condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The quasit casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability:
At Will: Detect Good and Evil, Plane Shift (self only)
Bonus Actions
Shape-Shift. The quasit shape-shifts into a Tiny bat, centipede, or toad, or it returns to its Demon form. Its game statistics are the same in each form, except it has a Fly Speed of 40 feet in Bat form. Any equipment it is wearing or carrying isn't transformed.
Lore & Background
Quasits are small, bat-winged fiends from the chaotic depths of the Abyss, serving as scouts, spies, and familiar spirits for evil spellcasters. These mischievous demons delight in corruption and chaos, using their shapeshifting abilities to infiltrate mortal society and spread malevolence. Despite their diminutive size, quasits possess the cunning intelligence of their demonic heritage and the patience to execute long-term schemes.
In their natural form, quasits resemble tiny humanoids with bat-like wings, sharp claws, and wickedly intelligent eyes. They can assume the forms of various small animals, making them excellent infiltrators and information gatherers. Many evil warlocks and wizards summon quasits as familiars, appreciating their loyalty, magical abilities, and complete lack of moral scruples.
Combat Tactics
Quasits prefer stealth, deception, and hit-and-run tactics over direct confrontation. They use their shapeshifting ability to scout enemies while disguised as harmless animals, then coordinate attacks with their masters or allies. In combat, they rely on their poisonous claws to weaken foes and their flight to stay out of reach of melee attackers.
When serving as familiars, quasits use their telepathic link to provide tactical information and can turn invisible to avoid detection. They excel at harassment tactics, using their small size to hide in unexpected places and strike when enemies are distracted or vulnerable.
Encounter Ideas
1. The Perfect Pet A quasit in animal form has infiltrated a noble's household, posing as a beloved pet while gathering information for its warlock master. The party must expose the fiend's true nature without harming the innocent family that has grown attached to their 'pet.'
2. Familiar's Revenge A quasit whose evil master was recently defeated seeks vengeance against the party responsible. It uses its shapeshifting abilities and knowledge of the party's habits to orchestrate a series of 'accidents' and misfortunes, striking from the shadows.
3. The Informant Network Multiple quasits operating in a city serve as an information-gathering network for a demon cult. The party must track down these shape-changed spies and disrupt their operations without alerting the cult to their investigation.
4. Corrupted Sanctuary A quasit has taken residence in a forest shrine, slowly corrupting the natural magic of the area. Local druids and forest creatures are falling under its malevolent influence, and the party must cleanse the sacred site before the corruption spreads further.
Environmental Effects
- Demonic Taint: Areas where quasits linger for extended periods develop a subtle evil aura that sensitive creatures can detect
- Magical Interference: The fiend's chaotic nature can cause minor magical effects to behave unpredictably in its presence
- Animal Agitation: Natural animals become nervous and aggressive when a quasit is nearby, even in disguised form
- Corrupt Influence: Prolonged exposure to a quasit's presence can gradually influence weak-willed individuals toward evil acts
Treasure
- Tiny Fiendish Hoard (25-100 gp): Small collection of coins and minor valuables stolen during infiltration missions
- Shapeshifter's Token (150 gp): Magical charm that aids in maintaining disguises and illusions
- Venom Sac (75 gp): Concentrated poison from the quasit's claws, valuable to assassins and alchemists
- Intelligence Reports (varies): Written or memorized information gathered during spy missions
- Corrupted Trinket (50-200 gp): Innocent-looking item infused with minor demonic magic
Plot Hooks
1. The Suspicious Servant Strange accidents and misfortunes plague a merchant's household after they hired a new servant who keeps unusual pets. Investigation reveals the servant is being manipulated by their quasit 'familiar,' which has its own agenda for infiltrating the family.
2. Warlock's Legacy A deceased warlock's tower contains several quasits that were bound to serve but are now free to pursue their own schemes. The party must deal with these intelligent fiends who have intimate knowledge of the tower's magical defenses and hidden treasures.
3. The Corruption Spreads Reports of animals acting strangely aggressive lead to the discovery of a quasit that has been systematically corrupting local wildlife. The fiend's influence threatens to turn the entire forest into a domain of chaotic evil unless stopped.
4. False Witness A quasit in animal form has witnessed a crime and is being used as evidence in a legal proceeding. The party must determine whether the 'animal witness' is legitimate or if darker forces are manipulating the justice system through demonic deception.