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) |
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. 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.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Actions
Claws (Bite in Beast Form). Melee Weapon Attack: +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.
Scare (1/Day). 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.
Invisibility. The quasit magically turns invisible
until it attacks or uses Scare, or until its concentration ends (as if
concentrating on a spell). Any equipment the quasit wears or carries is
invisible with it.