Quasits Quasit Lore Arcana DC 15: Quasits can be among the most useful of familiars to those who manage to enlist them, with the strenuous caveats that they often undermine the desires of their summoners and, though easily tricked into compacts, freely subvert or outright disregard past agreements. Keeping one as a familiar is a constant challenge to the creativity of a mage, who must present each task as ultimately in service of some convoluted, chaotic mischief or else risk betrayal. Quasit Tactics Quasit bogeys typically begin combat invisible, using their Jump Scare on the first turn of combat, then alternating between attacks with their Sticky Claws and using their Invisibility to escape the ire of their targets. Quasit pests use their Irritating Toxin on the first version of combat, afterwards closing to melee and attacking until targeted, then fleeing with their Verminous Skitter, after which they usually choose a new target. Quasit megalomaniacs typically ride upon their summoners, or on the largest member of the party, directing it by yanking on its hair and ears as its shouts with its Mastermind's Command. It uses Protect Me, Mount! whenever targeted, and Demonic Benediction only if it is currently friendly with its mount. Quasit Bogey Tiny fiend (demon, shapechanger), chaotic evil Armor Class 13 Hit Points 7 (3d4) Speed 40 ft. STR DEX CON INT WIS CHA 5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Skills Intimidation +2, Stealth +5 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 10 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. Actions Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 3 (1d6) poison damage. This attack is made at advantage against a Frightened creature. Invisibility (Concentration). The quasit magically turns invisible until it attacks or uses its Scare. Jump Scare (Recharge 6). One creature the quasit can see within 20 feet feet must succeed on a DC 10 Wisdom saving throw or be Frightened until the end of the quasit's next turn and drop one item it is holding of the quasit's choice. Reactions Panicked Hiss. As a reaction when a creature targets the quasit with a melee attack while the quasit is invisible, the quasit immediately recharges and uses its Jump Scare. If it does, the quasit is Frightened of the target until the end of its next turn.
Quasit Pest Tiny fiend (demon, shapechanger), chaotic evil Armor Class 13 Hit Points 7 (3d4) Speed 40 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 7 (-2) 12 (+1) 11 (+0) Skills Deception +2, Stealth +5 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 11 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. Actions Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 7 (2d6) poison damage. This attack is made at advantage against a Frightened creature. Irritating Toxin (Recharges on a Short or Long Rest). The quasit secretes an itch-inducing toxin from glands near its shoulders and rubs it over its claws. For the next minute, a creature hit by the quasit's Sticky Claws subtracts 1d4 from attack rolls and saving throws it makes until the beginning of the quasit's next turn. Reactions Verminous Skitter. As a reaction when a creature targets the quasit with a melee attack, the quasit uses its Shapechanger ability and moves up to 10 feet without provoking attacks of opportunity. The attacker must choose a new target or lose the attack. Quasit Megalomaniac Tiny fiend (demon, shapechanger), chaotic evil Armor Class 13 Hit Points 10 (3d4 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 12 (+1) 9 (-1) 8 (-1) 13 (+1) Skills Deception +3, Persuasion +3, Stealth +5 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 9 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. Actions Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 7 (2d6) poison damage. This attack is made at advantage against a Frightened creature. Mastermind's Command. The quasit chooses a creature it can see within 30 feet and shouts a shrill command. The first attack made against that creature before the begining of the quasit's next turn is made at advantage. Reactions Protect Me, Mount!. As a reaction when the quasit is targeted with a melee attack while riding on a Medium or larger creature, it changes the attack's target to its mount. Demonic Benediction (1/Day). As a reaction when a creature it is riding on makes a saving throw against a spell or magical effect, the quasit grants the creature advantage on its saving throw.
Art Credits Quasit by Autumn Rain Turkel Bisk, Goblin King by Rae Elderidge I've Got a Subreddit! Want more monsters like this? Come check out r/bettermonsters, where I post all my work. Don't see something there? Drop a request and I'll usually get it to you within a day if I've got something on hand, and I'll shoot you a message when it's ready if not. You Found the Free Books! The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1300 already there, indexed in a big PDF along with formats for Foundry and 5eTools.