Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Abyssal, Common
Resistances & Immunities
Traits
Chaotic Evil
The quasit radiates a Chaotic and Evil aura.
Familiar
The quasit can communicate telepathically with its master while they are within 1 mile of each other. When the quasit is within 10 feet of its master, its master shares its Magic Resistance trait.
Magic Resistance
The quasit has advantage on saving throws against spells and magical effects.
Actions
Claws (Bite While Shapeshifted)
+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 11 Constitution saving throw becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success.
Scare
A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success. If a creature makes its saving throw or the condition ends for it it is immune to any quasits Scare for the next 24 hours.
Shapeshift
The quasit magically changes its form into a bat (speed 10 ft. fly 40 ft.) centipede (40 ft. climb 40 ft.) or toad (40 ft. swim 40 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies.
Bonus Actions
Invisibility
The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect.
About Quasit Familiar
Quasit Familiar is a tiny fiend with a Challenge Rating of 1/2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 14 hit points (derived from 4d4+4).
Quasit Familiar has communication capabilities including Abyssal, Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Quasit Familiar
1 tips available
GM Tips: Using Quasit Familiar
When using Quasit Familiar in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Quasit Familiar
1 strategies available
Player Guide: Facing Quasit Familiar
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 75 XP
- Hard: 112 XP
- Deadly: 150 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Quasit Familiar?
- Quasit Familiar has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
- What type of creature is Quasit Familiar?
- Quasit Familiar is a Tiny Fiend, which affects how certain spells and abilities interact with it.
- What languages does Quasit Familiar speak?
- Quasit Familiar can communicate in Abyssal, Common.
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