Quasit

Small · Fiend · CR 1

Quasit
Type
Fiend
Size
Small
Alignment
chaotic evil
Armour class
13 (natural armor)
Hit points
25 (10d4)
Initiative
+3
Speed
40 ft.
Saving throws
Strength -3, Dexterity +3, Constitution +0, Intelligence -2, Wisdom +0, Charisma +0
Skills
Stealth +5
Damage resistances
cold, fire, lightning
Damage immunities
poison
Condition immunities
poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Abyssal, Common
Challenge
1 (200 XP)
Ability scores
STRDEXCONINTWISCHA
5 (-3)17 (+3)10 (+0)7 (-2)10 (+0)10 (+0)

Traits

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

Actions

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

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

Scare. 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.

This monster is different in the other edition

What20142024
Hit points725
SizeTinySmall

Read the other edition's version · Everything that changed for monsters