Page 64 - D&D Bestiary
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VARIANT: QUASIT fAMILIAR
             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 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 qua sit can end its service as a familiar,
             ending the telepathic bond.
            ""'
                                                             form, except for the speed changes noted. Any equ ipment it is
                                                             wearing or carrying isn't transformed. It reverts to its true form
                                                             if it dies.
            Armor Class 13                                   Magic Resistance. The quasit has advantage on  saving throws
            Hit Points 7 (3d4)                               against spells  and  other magical effects.
            Speed 40 ft.
                                                             ACTIONS
              STR    DEX    CON     INT    WIS    CHA
             5 (- 3)   17  (+3)   10 (+0)   7 (-2)   10 (+0)   10 (+0)   Claws (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
            Skills Stealth +5
                                                             or take 5 (2d4)  poison damage and  become poisoned for 1
            Damage Resistances cold, fire,  lightning; bludgeoni ng,
             piercing, and  slashing fro m non magical weapons   minute. The target can  repeat the saving throw at the end of
            Damage Immunities poison                         each of its turns, ending the effect on itself on a success.
            Condition Immunities poisoned                    Scare (1jDay).  One creature ofthe quasit's choice within  20
            Senses darkvision 120 ft., passive Perception 10
                                                             feet of it must succeed on a DC  10 Wisdom saving throw or be
            Languages Abyssal, Common
                                                             frightened for 1 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 10ft. fly 40ft.), a
                                                             attacks or uses Scare, or until  its concentration ends (as  if
            centipede (40ft., climb 40ft.), or a toad  (40ft., swi m 40ft.),
                                                             concentrating on a spel l). Any equipment the quasit wears or
            or back into its true form . Its statistics are the same in each
                                                             carries is invisible with  it.
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