Quasit
Size
Tiny
Monster Race
Fiend (Demon)
Alignment
Chaotic Evil
Armor Class
13
Hit Points
7 (3d4)
Speed
8m
Attributes
STR
5 (-3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Features
Skills
Stealth +5
Damage Resistance
Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive perception 10
Languages
Abyssal, Common
Challenge
1 (200 XP)
Abilities
Shapechanger
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 2m, fly 8m), a centipede (8m, climb 8m), or a toad (8m, swim 8m), 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
Claw (Bite in Beast Form)
Melee Weapon Attack: +4 to hit, reach 1m, one target. Hit: (1d4 + 3) piercing damage plus (2d4) poison damage. The target must succeed on a DC 10 Constitution saving throw, or take the 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 4m 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.