Quasit

Quasits were demons with many noted similarities to imps, so much so they were thought to be their chaotic counterparts. Like glabrezus they specialized in tempting mortals to acts of evil through promises of power, but rather than granting wishes, gradually pushed mortal summoners towards depravity.

Description
Quasits stood somewhere between 1-2 feet (.3-.6 meters) tall and weighed around 8 pounds (3.62 kg). Their tiny humanoid forms had green skin covered in warts and pustules. Their tails were covered in barbs while their horns were spiky. Both their hands and feet were slender, with long, claw-tipped digits. Some quasits had a pair of bat-like wings that marked their visual similarity to imps.

Personality
When not doing the bidding of a greater evil quasits might entertain themselves with minor acts of malicious mischief such as curdling milk, or plotting wicked schemes of their own. Despite their personal desire for power and success they were physically weak and cowardly beings that shied away from direct confrontation. Although they preferred to act alone they normally familiarized themselves with the locations of other demons in case they found themselves in danger. While not particularly smart they possessed enough cunning to make up for their lack of intellect.

Abilities
Quasits shared the imp's invisibility powers, and resistance to both non-magical weaponry, and pure magic. Winged quasits moved similarly to imps, but those without a means to fly scampered far faster on land than imps could. Both were capable of casting detect good and evil at will. The abilities of a quasit that distinguished them from those of imps were few but vital. Unlike imps, their talons were coated in an irritating toxin that caused those they struck to be consumed with a burning itch, as opposed to a more directly deadly poison delivered through a stinger. They to polymorphed into one or two other choice forms, but in the case of a quasit they were normally bats, toads, centipedes or wolves. Most notably of these differences was that while imps could see in magical darkness or use supernatural suggestion, quasits instead could send a wave of terror at those nearby once a day. Quasits also had the ability to contact the forces of the Lower Planes, normally a demon lord, for communion every week to aid in their decision making process. A minor regeneration power also made quasits somewhat hard to kill over an extended periods of time.

Quasits in service to a master on the Material Plane bestowed several benefits. The two maintained a telepathic bond, breakable by the quasit at any time, allowing them to use the other's senses so long as they were within a mile of each other. So long as the two were only a few feet apart the summoner gained the quasit's resistance to magic.

Combat
Quasits preferred to strike ambushes than normal fights, either turning into an innocuous animal or turning invisible to avoid detection. A battle against a quasit was one of attrition as it used blinding speed to strike at their enemies before slinking away, allowing their poison to slowly debilitate their foe. If the need for retreat arose they would strike fear into their enemies before running away. Their mode of behavior was slightly different however when around other demons or serving a master. Quasits would rather manipulate more powerful beings to fight for them than even make their presence known to others. Often they whispered temptations of power when adversaries made themselves apparent, coaxing their masters into doing their bidding. Such tactics often didn't work on larger demons and quasits would much prefer to merely let them fight without interfering.

Society
Quasits could be found infesting all but the most lawful of the Lower Planes, from Pandemonium and Carceri, up to Gehenna. They were versatile demons that assisted in many tasks throughout the Abyss with jobs ranging from spies, messengers, counselors, emissaries, and domestic aids. They were normally created from soul larva or manes, specifically for these purposes and so were near always in the employ of a higher power. Because of this quasits could normally only ascend the Abyssal hierarchy through serving their masters diligently well. Failing to stick out, or abject failure could result in eternal servitude, being eaten, killed for fun, or worst of all being demoted back to a mane or larvae. The most well known duty of a quasit was being summoned to become the familiars of wizards and sorcerers who matched their chaotic evil alignment, or were at least not lawful or good. Necromancers of sufficient experience could cast a variant of the find familiar spell and possibly get a quasit, while those who specifically practiced demonology were given quasit familiars that devoured any previous familiar the demonologist had. Despite their clear bias towards those who could use them as familiars other beings like orcs, hobgoblins , and gnolls might also have quasits as advisors. The quasit's job was to serve their master well and help them succeed in their endeavors, but this was merely a pretense to their true goal. In truth quasits sought out arcane magic users with weak wills and strong impulses in a bid to to make them behave with greater moral abandon, and eventually turn them into a magical outlet of destruction. The greater havoc their masters wrought the better, although they preferred the malice to target those least likely to head to the Abyss so as to steal their souls. This rule especially applied to those of lawful evil alignments so as to prevent Hell's from growing in power. They would continue to serve their master as long as they believed that they could still grow more powerful and commit greater atrocities, only wishing them dead when it became evident they would only become better or weaker. After driving their masters to destroy themselves, a quasit would hurriedly drag their soul back to the Abyss and present it to their master in the hopes of being promoted, along with any soul grabbed along the way. After evaluating their performance, based on the wickedness of the soul a demon lord might send them back to try again if they justifiably failed, or punish them. Those who furthered their masters cause enough could be promoted into a type I, or even type II demon as a reward.

History
The Lyktion in Baphomet's Endless Maze was maintained by an army of quasit servants that acted as cooks and cleaners.

A quasit once terrorized the sewers of Waterdeep, riding on the back of a giant crocodile.

Laerekh, Chief Necromancer of the cult of Kiaransalee in Maerimydra had a quasit familiar.

Some Drow mages of sufficient experience could summon a quasit as a temporary ally.

Nar demonbinders could acquire a quasit as a familiar.