Quasit

Tiny Fiend (Demon), Chaotic Evil

AC 13     Initiative +3 (13)
HP 25 (10d4)
Speed 40 ft.

Ability Scores
STR 5 (−3) Save −3    DEX 17 (+3) Save +3    CON 10 (+0) Save +0
INT 7 (−2) Save −2    WIS 10 (+0) Save +0    CHA 10 (+0) Save +0

Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)

Traits

  • Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions

Shape-Shift. The quasit can transform into a bat (Speed 10 ft., Fly 40 ft.), centipede (Speed 40 ft., Climb 40 ft.), or toad (Speed 40 ft., Swim 40 ft.), or return to its true form. The quasit’s stats remain the same except for Speed. Equipment doesn’t transform.

Rend. Melee Attack Roll: +5, reach 5 ft.
Hit: 5 (1d4 + 3) Slashing damage. The target is Poisoned until the start of the quasit’s next turn.

Invisibility. The quasit magically turns invisible until it attacks, casts a spell, or uses a bonus action to end the effect. Requires no components, uses Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet.
Failure: The creature is Frightened. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends automatically after 1 minute.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

Articles: 1114