Size:
Tiny
Type:
Fiend
Form:
winged biped
Temper:
fiendish
# App:
1, 2d6
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
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.
Action
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.
Special
Magic Resistance
The quasit has advantage on saving throws against spells and other magical effects.
Special
Shapechanger
The quasit 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.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Change Shape|Fast Healing|Poison|Telepathy
May change into, and then back from, any two of the following forms: Bat, Small Centipede, Toad, or Wolf; Bat, as per polymorph You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts.
Special
|Change Shape|Fast Healing|Poison|Telepathy
Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Change Shape|Fast Healing|Poison|Telepathy
Claw-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and You can mentally communicate with any other creature within 100 feet that has a language.
Special
|Change Shape|Fast Healing|Poison|Telepathy
It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Initiative
Action
Feat 2
Weapon Finesse
Action
Melee 1
2 claws +7 (1d3-1 plus poison)
Action
Melee 2
bite +7 (1d4-1)
Special
1/day
cause fear (30-foot radius, DC 11)
Special
1/week
commune (six questions)
Special
At will
detect good, detect magic, invisibility (self only)
Special
Poison (Ex)
Claw-injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Abyssal Healing
Frequency: once per round
Effect: The quasit restores 1d6 HP to itself.
Ability
Abyssal Knowledge
When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure.
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) Bat echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; Melee fangs +7, Damage 1d4-1 piercing; Melee wing +7 (agile), Damage 1d4-1 bludgeoning Centipede Speed 10 feet, climb 10 feet; Melee mandibles +7 (poison), Damage 1 piercing plus 1d4 poison Toad scent (imprecise) 30 feet; Speed 5 feet; Melee jaws +7, Damage 1 bludgeoning Wolf size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; Melee jaws +7, Damage 1d10-1 piercing plus Knockdown
Ability
Divine Innate Spells
DC 17; 4th read omens; 2nd detect alignment (at will; good only), invisibility (at will, self only); 1st fear; Cantrips (1st) detect magic
Ability
Quasit Venom
(poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 As stage 1; Stage 3 1d6 poison and slowed 1 (1 round)
Ability
Virtue Aversion
The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage.
Offense
Melee
Circumstance: combat round (melee)
claw +9 [+5/+1] (agile, evil, finesse, magical, poison), Damage 1d6-1 slashing plus 1d4 evil and quasit venom
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Common
telepathy (touch)
Perception
darkvision
Weakness
cold iron 3
good 3
Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.
Familiar. This creature is an option for spellcasters using the find familiar spell.
5e SRD