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Quasit

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time.   A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.    

Quasit CR: 1 (200 XP)

Tiny fiend (demon, shapechanger), chaotic evil
Armor Class: 13
Hit Points: 7 (3d4)
Speed: 40 ft

STR

5 -3

DEX

17 +3

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

10 +0

Skills: Stealth +5
Damage Resistances: Cold, Fire, Lightning, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 feet, Passive Perception 10
Languages: Abyssal, Common
Challenge Rating: 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 5 feet, fly 30 feet) or a frog (speed 20 feet, swim 20 feet), 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

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d4 + 3 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 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.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
2 feet
Average Weight
8 pounds

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