Homebrew-ish
Quasitalian CR: 5
Medium demon, chaotic evil
Armor Class: 15
Hit Points: 110
Speed:
Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Skills: Stealth +5
Damage Vulnerabilities: Radiant
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: Infernal, Aetern
Challenge Rating: 5
Proficiency Bonus: 3
At will: Shapechanger. The Quasital 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.
1/day: Dominate Animal
You attempt to beguile an animal with a challenge rating under 3 that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the animal is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
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 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.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
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.
Reactions
Frieghten (Recharge 2-3 on D6). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw, if failed, the creature's attack or damage is reduced by 1d6
Motivation/Compulsion
To Open the Gates to Hell so his master may send more servants.
Usual Tactics
Hit and Run
The once rabbit-sized Quasit has undergone a grotesque metamorphosis. It now stands at a menacing four feet, its stature more imposing than before. Its skin, previously a muted shade, has deepened to a fiery red, stretched taut over its sinewy frame like worn leather. Most disturbingly, its mouth has morphed into a semblance of a human's, but twisted in a cruel mockery, with thin lips pulling back to reveal sharp, predatory teeth.
Yet, amidst these changes, one feature remains eerily familiar: its eyes. Those unsettling, unblinking orbs that seem to pierce the very soul, confirming without a doubt that this is the same creature you've encountered before. The atmosphere in the room grows even more tense, as both you and the transformed Quasit take a moment, sizing each other up, each party taken aback by the other's unexpected presence.
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