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Habitat: Planar (Abyss); Treasure: None

Tirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning invisible, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their poisoned claws.

Quasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.

A thing doesn’t need to be big to be gut-flippingly dreadful. Just think of all the folks who’re squeamish around spiders. Now imagine a spider as big as a cat and that wants to steal your tongue.
—Otto the Bard

Traits

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

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.


Quasit

Tiny Fiend (Demon), Chaotic Evil
  • Armor Class 13
  • Hit Points 25 (10d4)
  • Speed 40 ft.
  • Initiative +3 (13)
STR
5 (-3)
DEX
17 (3)
CON
10 (0)
INT
7 (-2)
WIS
10 (0)
CHA
10 (0)
  • Saving Throws Str -3, Dex +3, Con +0, Int -2, Wis +0, Cha +0
  • Skills Stealth +5
  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)
  • Habitat Planar (Abyss)
  • Treasure None
  • Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions


  • Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (1d4 + 3) Slashing damage. The target has the Poisoned condition until the start of the quasit’s next turn.
  • Invisibility. The quasit casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.
  • Scare (1/Day). *Wisdom Saving Throw:* DC 10, one creature within 20 feet. *Failure:* The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
  • Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
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