Quasit
Source: Monster Manual p. 63, Phandelver and Below: The Shattered Obelisk. Available in the 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.
Demons
Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil — engines of destruction barely contained in monstrous form. Quasits are the least of them: spies, messengers, and familiars for mortals foolish enough to bind one.
Field Guide — Session 7
Zeond, Glasstaff’s familiar — a tiny clawed fiend that lurked invisible in the wizard’s workshop beneath Tresendar Manor, warned its master the moment Grom walked in, and died trailing him through the cavern. Everything the wizard knew about the party’s approach, it learned through this thing’s eyes.
Quasit
Armor Class 13
Hit Points 7
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
Damage Resistances cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities [[conditions#poisoned|poisoned]]
Senses [[senses#darkvision|darkvision]] 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1
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.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Actions
Claw (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 [[conditions#poisoned|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 [[conditions#frightened|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.
Invisibility. The quasit magically turns [[conditions#invisible|invisible]] until it attacks or uses Scare, or until its [[conditions#concentration|concentration]] ends (as if [[conditions#concentration|concentrating]] on a spell). Any equipment the quasit wears or carries is [[conditions#invisible|invisible]] with it.