Tiny Fiend (Demon, Shapechanger), Chaotic Neutral
Armor Class 13
Hit Points 7 (3d4)
Speed 30 ft., Fly 10 ft.
STR
5 (-3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
12 (+1)
Skills Intimidation +4, Stealth +5
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Truesight 20ft, Passive Perception 10
Languages Abyssal, Common, Dwarvish only understand
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Bertrams Familiar. Once this quasit has been "baptized" by its master, it becomes Bertram's familiar: It supports its master as long as the master does not violate its will. However, the familiar listens to the wishes of its master and tries to fulfill them (played by the DM). In combat, it behaves cautiously (invisible or shapeshifting) and might be affected by AoE. Although the quasit does not level up in the traditional sense, it can acquire skills and improve existing stats after consulting with the DM.

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.

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.

Bonus Actions

Bertram is MY Bro!. At its master's telepathic command (bonus action / 1 per long rest), the quasit (however in which form) lunges at a specific target within its range, distracting it with savage insults and irritating grimaces. The target must succeed on a Charisma saving throw (*) or its next action is with disadvantage. *DC = 8 + PB (Bertram) + Cha. Mod. (quasit)

Description

This Quasit was rescued from the torture of an evil green witch, who kept him for her own amusement. The effects of his torture are still visible today: his eyes were compressed, and he lost a large part of his sight. However, after being rescued and nursed back to health, he noticed a change: his wings grew stronger, and through his damaged eye, he sees the world as it is! Of course, Bertram is responsible for this, because since his rescue, he has been able to flourish.

Previous Versions

Name Date Modified Views Adds Version Actions
9/10/2025 1:10:39 PM
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Monster Tags: DemonShapechangerdwarf

PartachFoxkeeper

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