Demon, Quasit — The Abyssal Trickster
“Think you’re safe? Meet the Quasit—a tiny demon that turns invisible, shapeshifts, and delights in your slow, screaming demise!”

A quasit resembles a grotesque blend of reptile and imp: no taller than two feet, its wiry frame is covered in mottled green and brown scales. It sports clawed, three-fingered hands, digitigrade legs, and a long, barbed tail. Its bat-like wings—often torn or leathery—seem barely flight-worthy. A quasit’s elongated face is twisted into a perpetual sneer, framed by stunted horns and glowing yellow eyes that gleam with malevolent glee.
Behavior:
Sadistic, sly, and cowardly, quasits delight in torment. They prefer emotional and psychological manipulation over direct confrontation, thriving on fear and confusion. Their brand of cruelty is calculated yet petulant—more akin to a malevolent trickster than a warlord. When danger arises, they vanish into invisibility, returning only when the threat has passed—and revenge is most satisfying.
Habitat:
Quasits originate in the Abyss, where they serve as spies, messengers, and manipulators under more powerful demons. On the Material Plane, they linger near warlocks, cursed sites, and places of deep corruption—abandoned asylums, blighted forests, or defiled temples. They are drawn to locations where chaos festers and can easily seep into mortal affairs.
Modus Operandi:
Rarely attacking head-on, a quasit stalks its prey from the shadows, using its Shapechanger ability to assume harmless forms—a bat, a toad, or a centipede—for reconnaissance. When the time is right, it turns invisible to sow paranoia, sabotage plans, or whisper venomous lies. It targets the weak-willed, exploiting fear, doubt, and mistrust until its victim unravels. If exposed, it flees, but never forgets a slight.
Motivation:
Quasits serve the cause of chaos and evil with gleeful abandon. They crave the downfall of order, the corruption of innocence, and the suffering of the self-righteous. Whether acting on a greater demon’s orders or scheming independently, a quasit always seeks to gain favor with powerful Abyssal entities—often by betraying its summoner or turning an entire group against itself for its own amusement.
Quasit 5e
Quasit Pathfinder
Quasit 3.5
Quasit

Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.
The quasit is perhaps the least powerful demon, yet it is not the least respected—even they hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong.
A quasit’s first role in life is that of a familiar to a spellcasting master, but those who escape from this humiliating servitude become free-willed and much more dangerous.
A typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals.
Instead, they form from living souls—when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster’s soul and forming a powerful bond between the two.
Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters’ wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords’ souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master’s life, or even better, an error that might let the quasit turn against its master.
When a quasit’s master dies, the quasit can attempt to follow the master’s soul into the Great Beyond by making a DC 15 Will save. This functions as plane shift but affects only the quasit and transports it into the Abyss and places its master’s soul in the quasit’s possession as a writhing larva rather than using the evil master’s soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative “promotion” to a more powerful form of life in the process.
Rarely, a quasit elects to ignore its master’s death and instead remains on the Material Plane to seek other ways to entertain itself—usually settling in an urban area where there are plenty of folk to torment.
Quasit | |
Tiny outsider (Chaotic, Extraplanar, Evil) | |
Hit Dice | 3d8 (13 hp) |
Initiative | +7 |
Speed | 20 ft. (4 squares), Fly 50 ft. (perfect) |
Armor Class | 18 (+2 size, +3 Dexterity, +3 natural), touch 15, flat-footed 15 |
Base Attack/Grapple | +3/-6 |
Attack | Claw +8 melee (1d3-1 plus poison) |
Full Attack | 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | Poison, spell-like abilities |
Special Qualities | Alternate form, damage reduction 5/cold iron or good, Darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10 |
Saves | Fort +3, Ref +6, Will +4 |
Abilities | Strength 8, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 12, Charisma 10 |
Skills | Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 |
Feats | Improved Initiative, Weapon Finesse |
Environment | A chaotic evil-aligned plane |
Organization | Solitary |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 4-6 HD (Tiny) |
Level Adjustment | – (Improved Familiar) |
Combat

Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.
A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only);
1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11).
Caster level 6th.
The save DCs are Charisma-based.
Once per week a it can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): It can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.
QUASIT LORE
Originally posted by Eric Cagle
Evandar_TAybara of the Wizards Community forums.
Characters with ranks in Knowledge (The planes) can learn more about quasits. When a character makes a successful skill check, the following lore is revealed, including the lore from the lower DCs.
DC | Result |
13 | Quasits are weak but insidious demons who often act as advisors and familiars for powerful mortals. |
18 | The tail of a quasit possesses a sharp, poisonous stinger. |
23 | Quasits are armed with weak but useful abilities, including the ability to change shape. |
28 | Quasits are capable of casting commune to answer questions on behalf of their masters or mortals that summon them for such tasks. |
Quasit

Tiny Fiend (Demon), Chaotic Evil
Challenge 1 (200 XP) • Proficiency Bonus +2
Armor Class 13 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 40 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (−3) | 17 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 10 (+0) |
Saving Throws Dex +5, Wis +3
Skills Stealth +7, Deception +4, Insight +3
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Common, telepathy 120 ft.
TRAITS
Magic Resistance.
The quasit has advantage on saving throws against spells and other magical effects.
Shapechanger.
As a bonus action, the quasit magically transforms into a bat (30 ft. speed, 30 ft. fly), centipede (40 ft. speed, 40 ft. climb), or toad (20 ft. speed, 40 ft. swim), or back into its true form. Its statistics remain the same in each form. It retains its ability to speak and telepathically communicate while transformed.
Invisible Stalker.
When the quasit takes the Hide action or uses Shapechanger, it can turn invisible until the start of its next turn, or until it attacks, casts a spell, or uses Whispers of Madness.
ACTIONS
Claws (Fiendish Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the end of its next turn.
Quasits prefer not to engage physically unless their target is vulnerable.
Whispers of Madness (Recharge 5–6)
The quasit targets one creature it can see within 60 feet that can hear it. The target must succeed on a DC 12 Wisdom saving throw or take 6 (2d4 + 1) psychic damage and immediately use its reaction to move up to 10 feet in a random direction (roll a d8 for direction). On a success, the target is immune to this effect for 24 hours.
A favorite trick used to disrupt formations or lure prey into traps.
Demonic Distraction (1/Day)
The quasit emits a burst of chittering laughter and foul Abyssal whispers. Each creature of its choice within 10 feet that can hear it must make a DC 11 Wisdom saving throw or have disadvantage on its next attack roll or saving throw before the end of its next turn.
Used in a pinch to escape or give its allies the edge.
BONUS ACTIONS
Fiendish Retreat.
If the quasit is within 5 feet of a hostile creature, it can take the Disengage or Hide action as a bonus action.
Often paired with Shapechanger or Invisible Stalker to vanish mid-combat.
TACTICS & BEHAVIOR
- Infiltration First: The quasit observes its targets while in harmless form (bat, toad, etc.), using telepathy to report findings or plan sabotage.
- Divide and Disturb: In combat, it targets weak minds with Whispers of Madness, triggering chaos among allies.
- Coward’s Calculus: If cornered, it flees using invisibility and distraction—never fighting fair, and never forgetting a grudge.
FAMILIAR VARIANT
A quasit can serve as a familiar to a spellcaster who uses the find familiar spell. When bound this way:
- It retains its full stat block but loses the ability to use Demonic Distraction unless its master expends a spell slot.
- It maintains a telepathic bond while within 1 mile and can share its Magic Resistance trait.
- If treated poorly, the quasit may betray its master, especially if it believes doing so will earn favor from more powerful Abyssal beings.
Quasit

CR 2
XP 600
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 natural, +2 deflection)
hp 27 (6d10)
Fort +4, Ref +7, Will +6
DR 5/cold iron or good; Immune electricity, poison
Resist acid 10, cold 10, fire 10
SR 12
OFFENSE
Speed 40 ft., fly 40 ft. (perfect)
Melee claw +8 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks
- Poison (Ex): Claw—injury; Fort DC 11; 1/round for 4 rounds; 1 Wis damage; cure 1 save
- Whispers of Madness (Su) (1/day): Targets one creature within 60 ft. that can hear it. DC 13 Will save or become confused (1 round) and take 1d6 psychic damage (mind-affecting, compulsion).
- Demonic Distraction (Su) (1/day): Creatures within 10 ft. must succeed at DC 12 Will save or take –2 penalty on attack rolls and saving throws until quasit’s next turn (mind-affecting, sonic).
Spell-Like Abilities (CL 6th; concentration +6)
- At will—detect good, detect magic, invisibility (self only)
- 1/day—cause fear (DC 12), minor image (DC 13)
- Constant—tongues
STATISTICS
Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 11
Base Atk +6; CMB +2; CMD 14
Feats Improved Initiative, Weapon Finesse, Dodge
Skills Bluff +9, Fly +19, Intimidate +5, Knowledge (planes) +7, Perception +9, Stealth +18, Use Magic Device +9
Languages Abyssal, Common; telepathy 100 ft.
SQ alternate form, fast healing 2, invisibility
SPECIAL ABILITIES
- Alternate Form (Su): As a standard action, the quasit can assume the form of a bat, toad, or centipede, functioning as beast shape I but retaining Intelligence, speech, spell-like abilities, and telepathy.
- Fiendish Retreat (Ex): As an immediate action after being targeted by a melee attack, the quasit can use invisibility as a spell-like ability and take a 5-foot step. If the attack misses or fails to overcome its DR, it can instead take a full move action to flee. Usable once per minute.
ECOLOGY
Environment any (Abyss)
Organization solitary or with master
Treasure standard
TACTICS
- Before Combat: Uses alternate form and invisibility to scout and gather information while remaining hidden.
- During Combat: Opens with Whispers of Madness or cause fear, then uses minor image or invisibility to avoid retaliation. Only resorts to melee if a target is isolated and vulnerable.
- Morale: Prefers to flee when below half HP unless it can escape unseen. May return later to sabotage or betray.
FAMILIAR
Can serve as an Improved Familiar to a spellcaster with caster level 7+. Loses fast healing and Demonic Distraction but retains other abilities. May betray mistreating masters.