rpg—rules

monster

Quasit

Tiny Fiend (Demon), Chaotic Evil

Armor Class
13
Hit Points
25 (10d4)
Challenge rating
1
CHA
10 (+0)
CON
10 (+0)
DEX
17 (+3)
INT
7 (-2)
STR
5 (-3)
WIS
10 (+0)

Tiny Fiend (Demon), Chaotic Evil

AC 13 · Initiative +3 (13)

HP 25 (10d4)

Speed 40 ft.

Ability Score Mod Save
Str 5 −3 −3
Dex 17 +3 +3
Con 10 +0 +0
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +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

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

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Source · SRD 5.2.1 · page 317