Quasit · CR 1
Type: Fiend · Size: Tiny · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Adrenal Glands | Stimulant, Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Piercing | – |
| Claws | Toxin | Low | 10 | Medicine or Survival 10 | medium · 1 | Necrotic, Slashing | Acid |
| Horn | Creature Part, Trophy | Low | 10 | Medicine or Survival 10 | medium · 1 | Necrotic, Slashing | Acid |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside a demonic realm
A demon slain anywhere else dissolves: only Demonic Ichor can be harvested (grade Low, DC 10). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Shockproof Hide – from Lightning
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Barium Sanguine – from Magic Resistance
Part descriptions
Adrenal Glands
Glands steeped in illusion magic.
Good for: invisibility items (minor fit).
Statblock
Quasit – SRD 5.2
Tiny Fiend, Chaotic Evil
AC 13 · HP 25 (10d4) · Speed 40 ft.
Score Save Score Save STR 5 (−3) −3 INT 7 (−2) −2 DEX 17 (+3) +3 WIS 10 (+0) +0 CON 10 (+0) +0 CHA 10 (+0) +0 Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.
Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Level 2: Invisibility
Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 179); SRD 5.1 (size) – part descriptions rewritten in our own words.