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Quasit Familiar

Challenge
Alignment
Terrain
str
5
dex
16
con
12
int
10
wis
12
cha
12

AC 13

HP 14 (4d4 + 4; bloodied 7)

Speed 40 ft.


Proficiency +2; Maneuver DC 13

Skills Stealth +5

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, Common


Chaotic Evil. The quasit radiates a Chaotic and Evil aura. 

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

Familiar. The quasit can communicate telepathically with its master while they are within 1 mile of each other. When the quasit is within 10 feet of its master, its master shares its Magic Resistance trait. 


ACTIONS

Claws (Bite While Shapeshifted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target makes a DC 11 Constitution saving throw , becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Scare (Quasit Form Only). A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw . On a failure, it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature makes its saving throw or the condition ends for it, it is immune to any quasit’s Scare for the next 24 hours.

Shapeshift. The quasit magically changes its form into a 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 its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies.

BONUS ACTIONS

Invisibility. The quasit magically turns invisible , along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious , or dismisses the effect.

Combat

The quasit turns invisible and assumes a highly mobile form (usually a bat). It then uses Scare or attacks with its claws or bite before turning invisible again as a bonus action. It then moves as far away from its enemies as it can. It might spend some turns hiding without attacking at all. It changes targets and tactics frequently, since it can be killed easily if it becomes too predictable. If it takes damage, it hides invisibly until it recovers from its wounds.


Demon Names

Abigor, Aborag, Agoraxas, Algalar, Ana-Sepiya, Arcanax, Argenthrixus, Ashban, Brezremith, Caim, Carn, Carnifex, Gall, Hacari, Ignax, Ildramath, Iritra, Lachirax, Maggoth, Malfias, Milviash, Moloth, Morza, Namazeu, Razortail, Sarzan, Serechor, Suroth, Tehezu, Uzuzzu, Velavis, Velgizich, Wreak, Zugor, Zuthis


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Demons are fiends spawned from the Abyss. They are creatures of pure chaos: even the most intelligent demon can’t be reasoned with.

DC 15 Poison can’t adversely affect a demon’s alien physiology. They shrug off much of the damage caused by cold, fire, lightning, and mundane weapons.

DC 20 The most powerful demons are even more resilient. They entirely ignore the effects of many magic spells.

Description

A quasit can be convinced to serve a spellcaster as a familiar. As a familiar, it does its master’s bidding, all the while urging its master to commit greater and greater acts of evil. A quasit serves voluntarily and may end its service if its master is not sufficiently open to its wicked suggestions, or if it meets a spellcaster with greater potential for evil.

Behavior

1–3 Committing acts of mindless destruction (setting a fire, uprooting trees, defiling a holy site)

4 Trapped in an abandoned summoning circle

5 Pacing the far side of a magic mirror or planar gate, waiting to be released

6 Mangling the corpse of a recent kill

7 Guarding or patrolling, under the control of a summoner

8 Using napkins and rusted cutlery to dine on humanoid corpses

9 Drawn to you by the secret holy or unholy power of one of your magic items

10 if you let it live, it promises to harm one of your enemies

Signs

1 Pained screams accompanied by guttural laughter

2 Residual negative emotions (envy, paranoia, rage) subtly influence the area’s inhabitants

3 Horribly misshapen animals, born with extra legs, eyes, or heads

4 The remains of another monster, torn limb from limb

5 A human corpse; its face is frozen in an expression of horror

6 Clawed footprints

Encounters

Demons are native to the Abyss but can threaten any part of the world if summoned or by bursting through poorly-sealed arcane gates.

CR 0–2 1d4 dretches ; quasit

CR 3–4 horde demon ; shadow demon ; quasit with 1 to 3 death dogs

CR 5–10 glabrezu ; hezrou ; vrock ; 2 or 3 horde demons ; 2 shadow demons ; shadow demon with 1d4 shadows

Treasure 1 warhammer (named Night Terror; its wielder is rattled while in darkness)

CR 11–16 horde demon band ; marilith ; nalfeshnee ; glabrezu with 1 or 2 horde demons ; hezrou with 1d6 + 2 ghouls ; 3 or 4 shadow demons

Treasure 2 scimitar (named Wrath; intelligent, Lawful Evil, with Intelligence, Wisdom and Charisma scores of 12)

CR 17–22 balor ; 2 glabrezu ; 3 vrocks ; horde demon band with cambion , hezrou , or vrock

Treasure gold demon idol (7,500 gp), 2 bottles containing invisible wine that act as potions of invisibility , spell scrolls of contact other plane and dominate person , demon armor

CR 23–30 balor general ; balor or marilith with horde demon band ; marilith with 2 spirit nagas

Treasure massive ruby (25,000 gp) that contains a soul trapped by the magic jar spell, spell scrolls of magic jar and plane shift , 3 arrows of celestial slaying , 2 longsword   (named Storm Claw; its wielder can cast lightning bolt with no components once per long rest, saving throw DC 18)

CR 31+ balor general with horde demon band , marilith , or nalfeshnee ; balor with 1d4 + 1 vrocks ; marilith with 3 or 4 hezrous

Treasure gemmed black iron war horn (25,000 gp), gemmed dragonbone crown (25,000 gp), 4 elemental gems (water) , Ioun stone of leadership , vorpal sword

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.