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:
± 30'
Climb/Arboreal:
± 10
Flight:
± 35
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d2 claw, 1d3 bite + poison
Offense
1 bite
Circumstance: Combat
1d2 claw, 1d3 bite + poison
Special
Shapechanger
Able to change at will into the form of a giant centipede, giant bat, or a wolf, all with horrific visages that set it apart from a normal animal.
Special
Darkvision
60-foot Darkvision in all forms.
Special
Poisonous Claws
The poisonous claws cause an unnatural burning itch that will temporarily reduce the Dexterity of the target by 1 point for each successful attack. The points return 10 minutes after the end of combat.
Special
Detect Magic
Can **detect magic** at will.
Special
Invisibility
Become invisible at will.
Special
Cause Fear
Once per day can **cause fear** (reversed remove fear) as a 7th-level Magic-user.
Special
Infernal Immunities
Immune to electrical and poison attacks, and receives only half damage from acid, cold, or fire-based attacks.
Special
Magic Resistance
Magical weapons or spells are required to strike a quasit. Saves against magic (including wands) with a +4 bonus.
Special
Regeneration
So long as it has at least 1 HP remaining, a quasit regenerates 1 HP every round; if reduced below 1 HP a quasit will die.
Environments
planar
A diminutive demonic being roughly humanoid in shape and standing about 2 feet tall
A Quasit is a diminutive demonic being roughly humanoid in shape and standing about 2 feet tall. It is a natural shape-shifter able to change at will into the form of a giant centipede, giant bat, or a wolf, all with horrific visages that set it apart from a normal animal. In all forms the quasit has 60-foot Darkvision.
In its natural demonic form, a quasit attacks with its poisonous claws and bite. The poisonous claws cause an unnatural burning itch that will temporarily reduce the Dexterity of the target by 1 point for each successful attack. The points return 10 minutes after the end of combat. In its other forms, see the relevant monster entry for its attack forms. In addition to physical attacks, a quasit has several magical qualities available in any of its forms. They can **detect magic** at will, become invisible at will, and once per day can **cause fear** (reversed remove fear) as a 7th-level Magic-user.
As an infernal being, a quasit is immune to electrical and poison attacks, and receives only half damage from acid, cold, or fire-based attacks. Magical weapons or spells are required to strike a quasit. In addition, so long as it has at least 1 HP remaining, a quasit r
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 5
Dexterity: 17
Constitution: 10
Intelligence: 7
Wisdon: 10
Charisma: 10
Skills
stealth: +5
Offense
Claw (Bite in Beast Form)
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d4 + 3) piercing damage, and the target must succeed on a 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.
Offense
Rend
Circumstance: Melee
5, reach 5 ft. (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn.
Action
Scare (1/Day)
One creature of the quasit's choice within 20 feet of it must succeed on a 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.
Action
Invisibility
The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentration||concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Action
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.
Invisibility
Frequency:
At Will
Attribute: cha
The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Invisibility
Trait
Magic Resistance
The quasit has Advantage on saving throws against spells and other magical effects.
Trait
Shapechanger
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet 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.
Trait
Magic Resistance
The quasit has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
10
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
fire
lightning
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 120 ft.
Languages
Abyssal
Common
Environments
planar, abyss
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
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
Demon of Discord and Disorder
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.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
planar
Offense
2 claws/1 bite Attacks
Circumstance: Combat
1d2/1d2/1d4
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
25%
Special
Polymorph
At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.
Special
Immunities
Quasits are immune to normal melee and missile weapons. Only iron or +1 or better magical weapons can harm them. They are also immune to all cold, fire and lightning. If attacked with a spell, quasits save as a 7 hit dice monster.
Special
Burning Irritation
In its natural form, a quasit attacks with its teeth and claws, which inflict a burning irritation that subtracts 1 from the victim's dexterity unless a save vs poison is made. This penalty is cumulative. The irritation remains for 2d6 melee rounds.
Special
At-will Abilities
Detect good (as the 1st level cleric spell), detect magic (as the 1st level cleric spell), invisibility (as the 2nd level magic user spell), and they regenerate 1 hit point per melee round.
Special
Fear
Once per day, they can cause fear (as the 4th level magic user spell) in a 30-ft radius.
Special
Familiar Abilities
When serving as a familiar, quasits endow their master with several abilities. If the master is within a mile of their quasit familiar, a constant full-sensory telepathic communication operates through the quasit. The master also gains 1 level of ability. If the quasit is within 25-ft of its master, it imparts its 25% magic resistance and also its regeneration abilities. If either master or quasit move out of range, the special abilities are lost.
Special
Commune
Once per week a quasit is able to contact the Abyss in order to help gain some necessary advice or information. This operates as the 5th level cleric spell commune, and up to 6 questions are permitted.
Special
Death Penalty
If the quasit dies, the master immediately loses 4 levels (duration 1 month).
Soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users
Quasit are soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users. At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.
Despite their rather low intelligence, quasits are quite crafty and cunning creatures. They are also used as tools by demon lords, who might communicate through them. Quasits are generally tasked with helping their masters to spread evil and chaos. In particular, they are often used to pervert lawful evil souls to chaos, which earns them rewards on their home plane of the Abyss. Ultimately, when its master dies, the quasit is charged with bringing the soul back to the Abyss. If the quasit has served well, it may be rewarded by being changed into a class A or class B demon. If not, they will be punished through becoming a kullule, soul worm, or even a quasit again.
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e
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
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
Demon of Discord and Disorder
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.
5e Tools
A diminutive demonic being roughly humanoid in shape and standing about 2 feet tall
A Quasit is a diminutive demonic being roughly humanoid in shape and standing about 2 feet tall. It is a natural shape-shifter able to change at will into the form of a giant centipede, giant bat, or a wolf, all with horrific visages that set it apart from a normal animal. In all forms the quasit has 60-foot Darkvision.
In its natural demonic form, a quasit attacks with its poisonous claws and bite. The poisonous claws cause an unnatural burning itch that will temporarily reduce the Dexterity of the target by 1 point for each successful attack. The points return 10 minutes after the end of combat. In its other forms, see the relevant monster entry for its attack forms. In addition to physical attacks, a quasit has several magical qualities available in any of its forms. They can **detect magic** at will, become invisible at will, and once per day can **cause fear** (reversed remove fear) as a 7th-level Magic-user.
As an infernal being, a quasit is immune to electrical and poison attacks, and receives only half damage from acid, cold, or fire-based attacks. Magical weapons or spells are required to strike a quasit. In addition, so long as it has at least 1 HP remaining, a quasit r
Basic Fantasy Field Guide Omnibus
Soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users
Quasit are soul worms formed by Demon Lords for service as familiars to chaotic evil clerics and magic users. At will, quasits are able to polymorph themselves into any 2 of the following creatures: frog, bat, giant centipede, or wolf.
Despite their rather low intelligence, quasits are quite crafty and cunning creatures. They are also used as tools by demon lords, who might communicate through them. Quasits are generally tasked with helping their masters to spread evil and chaos. In particular, they are often used to pervert lawful evil souls to chaos, which earns them rewards on their home plane of the Abyss. Ultimately, when its master dies, the quasit is charged with bringing the soul back to the Abyss. If the quasit has served well, it may be rewarded by being changed into a class A or class B demon. If not, they will be punished through becoming a kullule, soul worm, or even a quasit again.
OSRIC