Monster · CR 1 (200 XP) · 2024 rules

Quasit

Small fiend, chaotic evil

  • Armor Class 13 (natural armor)
  • Hit Points 25 ()
  • Speed 40 ft.
  • Initiative +3 (13)
  • Skills
  • Resistances cold, fire, lightning
  • Immunities poison, poisoned
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP; PB +2)

Traits

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

Actions

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

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.

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

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits