Tiny fiend (demon), Chaotic Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 7 (3d4) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | Abyssal, Common |
| Challenge | 1 |
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), 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.
The quasit has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom 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.
The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentration on a spell). Any equipment the quasit wears or carries is invisible with it.
Tiny fiend (demon), Chaotic Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 25 (10d4) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | Darkvision 120 ft., passive Perception 10 |
| Languages | Abyssal, Common |
| Challenge | 1 |
The quasit has Advantage on saving throws against spells and other magical effects.
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.
wis 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.
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.
The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
At will: Invisibility