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Quasit

Tiny · Fiend · CR 1 · Chaotic Evil

Source. 5e 2014 Rules
Armor Class
13
Hit Points and Hit Dice
7 (3d4)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
5
-3
DEX
17
+3
CON
10
+0
INT
7
-2
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Subcategory Demons
Size Tiny
Type Fiend
Alignment Chaotic Evil
XP 200
Initiative Bonus +3

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Skills

Stealth +5

Languages

Abyssal, Common

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Magic Resistance

The quasit has advantage on saving throws against spells and other magical effects.

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.

Variant: Familiar

The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw

Cost 1

+4 to hit, reach 5 ft (1.5 m).

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.

Invisibility

Cost 1

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.

Scare

1/day Cost 1

One creature of the quasit's choice within 20 ft. 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.

About Quasit

Quasit is a tiny fiend with a Challenge Rating of 1. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 7 hit points (derived from 3d4).

Quasit has communication capabilities including Abyssal, Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Quasit

2 tips available

When using Quasit in your D&D 5e campaign, consider these tactical approaches:

  • 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.
  • Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.

Player Guide: Facing Quasit

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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.
  • Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.

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 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Quasit?
Quasit has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Quasit?
Quasit is a Tiny Fiend, which affects how certain spells and abilities interact with it.
What languages does Quasit speak?
Quasit can communicate in Abyssal, Common.

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