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Quasit

Tiny Fiend (demon), chaotic evil

CR 1

200 XP

AC: 13
HP: 7 (3d4)
Speed: walk 40 ft.
Skills: Stealth +5
Senses: darkvision 120 ft., passive Perception 10
Languages: Abyssal, Common
STR
5
-3
DEX
17
+3
CON
10
+0
INT
7
-2
WIS
10
+0
CHA
10
+0

Special Abilities

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.

Magic Resistance

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

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 (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 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 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.

Invisibility

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.

Quick Reference

Challenge: CR 1
Type: Fiend
Size: Tiny
Alignment: chaotic evil
Best for party of 4 at level 1-2

Running This Encounter

Quasits are mischievous imps best used as minor threats, summoned servants, or annoyances rather than serious combatants. Use them to harass parties, steal items, or create chaos while stronger enemies attack. Their tiny size and low HP make them vulnerable, so position them out of melee range or hidden. Consider using multiple quasits (2-4) to create a genuine threat through action economy.

Combat Tactics

Quasits favor hit-and-run tactics, using their invisibility to hide and cast spells safely from range. They prioritize casting poison spray or mage hand legerdemain to disarm traps and manipulate objects from distance. When cornered, they attempt to flee or go invisible, only fighting if trapped or commanded by a master.

Environment & Setting

Quasits thrive in dark dungeons, cursed temples, and the lairs of fiendish casters who summon them as servants. They're commonly found in places of infernal influence or as bound guardians of treasure vaults.

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