Page 64 - Monster Manual [11th Print]
P. 64
VA I ANT: QUASIT FAM I LIAR
R
Mortal spellcasters interested in extraplanar familiars find
quasits easy to summon and eager to serve. The quasit plays
the part of the obsequious servant. It serves its master well,
but it goads the mortal to greater and greater acts of chaos
and evil. Such quasits have the following trait.
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 r e with in 1 mile of each other.
a
While the quasit is within 1 0 feet of its master, the master
shares the quasit's M a gic Resistance trait. At any time and
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for any reason, the u asit can end its service as a familiar,
ending the telepathic bond.
Q U A SIT form, except for the speed changes noted. Any equipment it is
Tiny fiend (demon, shapechanger), chaotic evil wearing or carrying isn't transformed. It reverts to its true form
if it dies.
Armor Class 3 Magic Resistance. The quasit has advantage on saving throws
1
Hit Points 7 (3d4) against spells and other magical effects.
Speed 40 ft.
A CTI O N S
STR DEX CON I N T WIS CHA
5 (-3) 17 (+3) 1 0 (+O) 7 (-2) 10 (+O) 10 (+O) Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage, and
the target m u st succeed on a DC 10 Constitution saving throw
Skills Stealth +5 or take 5 (2d4) poison damage and become poisoned for l
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks minute. The target can repeat the savi ng throw at the end of
Damage Immunities poison each of its turns, ending the effect on itself on a success.
Condition Immunities poisoned Scare (1/Day). One creature of the quasit's choice within 20
1
1
Senses darkvision 2 0 ft., passive Perception 0 feet of it must succeed on a DC 10 Wisdom saving th row or be
Languages Abyssal, Common frightened for l minute. The target can repeat the saving throw
Challenge 1 (200 XP)
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.
Shapechanger. The quasit can use its action to polymorph into
Invisibility. The quasit magically turns invisible until it
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.), attacks or uses Scare, or until its concentration ends (as if
or back n to its true form. Its statistics are the same in each concentrating on a spell). Any equipment the quasit wears or
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carries is invisible with it.
D MO S

