monster manual 5e pdf

(Jeff_L) #1
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.

""'

Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft.


STR
5 (-3)

DEX
17 (+3)

Skills St ealth +5


CON
10 (+0)

INT
7 (-2)

WIS
10 (+0)

CHA
10 (+0)

Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and s las hing from non magical wea pons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 12 0 ft ., passive Perce pt ion 10
Languages Abyssal, Commo n
Challenge 1 (200 XP)


Shapechanger. The quasit can use its action to polymorph into
a beast form that resembles a bat (speed 10ft. fly 40ft.), a
centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.),
or back into its true form. Its statistics are th e same in each


form, except for th e speed cha nges noted. Any equipme nt 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.

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 s ucceed 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 e nd of
each of its turns, ending the effect on itself on a success.
Scare (1jDay). One creature ofthe quas it's c ho ice within 20
feet of it must s ucceed 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 s ight, ending the effect o n itself on a succe ss.
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.
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