Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Lightning Ray. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 lightning damage, and the target must succeed on a DC 11 Constitution saving throw or lose its reaction until the end of its next turn. If its saving throw result is 5 or lower, the target is considered restrained until the end of its next turn.
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 Arrowhawk magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
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