Quasit Variant Familiar 5E

Hello spellcasters and adventurers of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 30th episode of our find familiar series. Today we’re gonna be taking a look at another one of the variant familiars. Today we’re going to be taking a look at the quasit familiar variant 5e which is very similar to the IMP and the pseudo dragon we’ve covered in the regard that it is a pact of the chain familiar however there’s an actual familiar version of it, in the 5e rule set. That being said, let’s take a look at its stats real quick here.

Quasit Familiar Variant 5E Stats

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time.

Hello Adventurers!! Thank you sooo much for giving me the opportunity to interact with you! Let me just go over a few details with you. Subscribe for updates from our publishing company dnd5ebackgrounds.com Labs, and get free adventures, and 5E content along the way.
We hate spam. Your email address will not be sold or shared with anyone else.

A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.

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.

  • Quasit (familiar variant): Tiny fiend (demon, shapechanger), chaotic evil
  • Armor Class: 13; Hit Points: 7 (3d4); Speed: 40 ft.
  • STR: 5 (-3)
  • DEX: 17 (+3)
  • CON: 10 (+0)
  • INT: 7 (-2)
  • WIS: 10 (+0)
  • CHA: 10 (+0)
  • Skills: Stealth +5
  • Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities: Poison
  • Condition Immunities: Poisoned
  • Senses: Darkvision 120 ft., Passive Perception 10
  • Languages: Abyssal, Common
  • Challenge: 1 (200 XP)
  • 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.
  • 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: 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 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 feet 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.

Tiny fiend a pretty cool stuff! chaotic evil so he’s kind of hard to contain. His best feature by far is his dex at +3 which is super great. The skills are +5 to stealth and a ton of damage resistances namely cold, fire, lightning and bludgeoning, piericing and slashing from non magical attacks, is outright immune to poison which is great.

It also has a darkvision of 120 feet, passive perception of 10 and a telepathic bond. The condition immunities are poisoned which is pretty good and it can speak and communicate in abyssal and common really great stuff there! Also read this imp familiar variant 5e.

Taking a look at its other traits now, you’ll see it can shape-shift the variant quasit has the best shape-shifting skillset out of all of the familiars we’ve covered they capable of being a bat, centipede or a toad which means it’s the only one that has a fly speed, a climb speed and a swim speed so just bear that in mind. While it’s transformed in stats remain the same, the only real difference is its movement.

It also doesn’t have its items moving to the forum with it like the druids wild shape so just bear that in mind. It also gets magical resistance so it gets advantage on saving throws against spells and other magical effects and in the familiar tag there’s a lot of cool stuff that’s going on there.

The telepathic bond with its master, magic resistance while the creatures within five feet of you and it also reserves the ability to end the contract. Which i think is just super sweet i mean it kind of adds a whole other level to the familiar relationship so i really do like it. You can also check out this sprite familiar 5e.

Moving on to its actions now. It has three actions in total which is quite impressive for a familiar. It has claws and this manifest is a bite while it’s in beast form by the way. It’s +4 to hit, deals five damage, piercing dmage to be more specific and the target must succeed on a dc10 constitution saving throw and take five poison damage. Becomes poison for one minute and the target succeed read does this save every at the end of each of its turns there we go.

Ending its effect on the under success. I could also turn magically invisible which is super great stuff! Just spam the heck out of it and it can use the scare action once per day.  Essentially choose creature within twenty feet must succeed on a DC-10 wisdom save or be frightened for one minute. The target can repeat the same at the end of each of its turns with disadvantage if the quasit 5e is a thin line of sight. Really cool stuff!

I really like this one, i would imagine this would be a very good familiar for a sorcerer for sure like a wild magic sorcerer think that’d be really good for them. They could also be used in kind of a nefarious boss kind of scenario like a kingpin of sorts who has a quasit as a pet i literally like the visual behind that.


However you want to incorporate into your game, please let me know out in the comments actually i’m just genuinely curious. That being said guys! Thank you so much and have a great day and happy casting.

Leave a Comment