QuasitTiny fiend (demon)
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Spellcasting. The quasit uses Divinity (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: invisibility
Claw (Bite in Animal Form). Melee Weapon Attack: −2 to hit. Hit: 1 piercing damage plus 5 (2d4) poison damage.
Scare (1/long rest). One creature of the quasit’s choice within 5 meters must succeed on a Difficulty 12 Will 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.
Change Shape (1/turn). The quasit can polymorph into an animal form that resembles a bat (speed 1 m. fly 6 m.), a centipede (5 m., climb 5 m.), or a toad (4 m., swim 8 m.), 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.
As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Fortitude saving throw or it is confused until the end of its next turn.
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, poison bursts from your skin. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.
On a failure, it takes 4d6 poison damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You can increase the damage by 4d6 for each additional mana expended.