Quasit

Tiny Fiend (Demon), Chaotic Evil

Armor Class 13   Initiative +3 (13)   Hit Points 25 (10d4)   Speed 40 ft.

STR5 (-3)
DEX17 (+3)
CON10 (+0)
INT7 (-2)
WIS10 (+0)
CHA10 (+0)

Saving Throws Str −3, Dex +3, Con +0, Int −2, Wis +0, Cha +0

Skills Stealth +5

Damage Resistances Cold, Fire, Lightning

Damage Immunities Poison; Poisoned

Senses Darkvision 120 ft.; Passive Perception 10

Languages Abyssal, Common

Challenge Rating 1

Traits

Magic Resistance

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

Actions

Rend

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.

Invisibility

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

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.

Use the Quasit in your game
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