Last week we took a look at the devilish depredations of Imps. Today we’re dragging Quasits, kicking and screaming, into the spotlight.
As we prepare for Baldur’s Gate: Descent into Avernus, we’re going back through the demoinic and devilish denizens of the lower planes–it’s a Blood War who’s who on the Bell of Lost Souls. And, because we want to make sure the whole team comes with us on this journey, we’re starting from the bottom. And just a few steps up from the bottom are Quasits!
Quasits as they originally appeared back in 1st Edition were very similar to their Impish counterparts. Like Imps, Quasits are diminutive demons, haling from the planes of Pandemonium and the Abyss. Originally larva changed into minor demons to serve as familiars and spread demonic corruption, early Quasits were meant to skirmish with lower level creatures. With their unpolymorphed form draining away dexterity with its claw attacks and the ability to regenerate, they are surprisingly resilient little demons, whose only goal in life is to betray their masters by causing them to act more and more chaotic evil.
So. Not necessarily that hard, depending on your group.
2nd Edition sees Quasits merged in an entry with their Impish counterparts. And aside from their magic resistance, and fear abilities, they are basically identical to Imps, but Chaotic Evil. And that’s basically how they continued to be throughout the editions. In 3rd Edition, they didn’t even rate their own artwork or wings. They just get their Dexterity damage poison, a few spell-like abilities, and the same limited polymorph they’ve always had.
In 4th Edition, they get a significant upgrade, going from a CR 1/4 to a level 7 creature–a Controller specifically. Sent to earth to bargain with mortal spellcaster, Quasits diverge from the norm here. They gain the ability to daze opponents instead of just causing fear, they also can turn invisible at will, and gain reistance to variable energy types.
4th Edition Quasits can hold their own, it seems.
5th Edition quasits look properly demonic for once. You can see one of these actually looking like a credible threat, even if only a CR 1 threat. And though they have much the same abilities they’ve always had, Quasits still make excellent skirmishers.
Turning invisible, striking at an isolated foe, then dashing off. Especially since they can trigger a Scare effect that will keep its prey’s allies from closing in on it so it can escape into the invisbility cloak from whence it came.
If you want to signify a demonic cult, Quasits are a great way to do it–or better yet, have one take an interest in the players, seemingly of its own volition, and watch the madness start to spread.